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78
engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
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78
engines/wintermute/base/gfx/opengl/shaders/wme_modelx.vertex
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in vec3 position;
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in vec2 texcoord;
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in vec3 normal;
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uniform highp mat4 modelMatrix;
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uniform highp mat4 viewMatrix;
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uniform highp mat4 projMatrix;
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uniform highp mat4 normalMatrix;
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uniform vec4 ambientLight;
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uniform vec4 diffuse;
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uniform vec4 ambient;
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uniform float fogStart;
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uniform float fogEnd;
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varying float fogFactor;
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struct Light {
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vec4 _position;
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vec4 _direction;
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vec4 _color;
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float enabled;
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};
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const int maxLights = 8;
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uniform Light lights[maxLights];
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out vec2 Texcoord;
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out vec4 Color;
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out vec3 Normal;
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void main() {
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vec4 viewCoords = viewMatrix * modelMatrix * vec4(position, 1.0);
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gl_Position = projMatrix * viewCoords;
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Texcoord = texcoord;
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Color = diffuse;
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vec3 light = vec3(0.0, 0.0, 0.0);
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vec3 normalEye = normalize((normalMatrix * vec4(normal, 0.0)).xyz);
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float fogCoord = abs(viewCoords.z);
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fogFactor = clamp((fogEnd - fogCoord) / (fogEnd - fogStart), 0.0, 1.0);
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for (int i = 0; i < maxLights; ++i) {
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if (lights[i].enabled < 0.0) {
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continue;
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}
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float intensity = 1.0;
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vec4 lightPosition = viewMatrix * lights[i]._position;
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vec3 vertexToLight = lightPosition.xyz - viewCoords.xyz;
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if (lights[i]._direction.w < 0.0) { // Spotlight
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vec4 lightDirection = viewMatrix * vec4(lights[i]._direction.xyz, 0.0);
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// See DirectX spotlight documentation
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float cosAngle = -dot(normalize(vertexToLight), normalize(lightDirection.xyz)); // rho
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float cosPenumbra = 0.968912; // cos(1 / 4)
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float cosUmbra = 0.877582; // cos(1 / 2)
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if (cosAngle <= cosPenumbra) {
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if (cosAngle < cosUmbra || cosPenumbra == cosUmbra) {
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intensity = 0.0;
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} else {
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intensity *= (cosAngle - cosUmbra) / (cosPenumbra - cosUmbra);
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}
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}
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}
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intensity *= max(0.0, dot(normalEye, normalize(vertexToLight)));
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light += lights[i]._color.rgb * intensity;
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}
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Color.rgb *= light;
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Color.rgb += ambient.rgb * ambientLight.rgb;
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Color.rgb = clamp(Color.rgb, 0.0, 1.0);
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}
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