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Spot lights
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@ -64,6 +64,18 @@ struct PointLight {
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#define NUM_POINT_LIGHTS 16
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uniform PointLight pointLights[NUM_POINT_LIGHTS];
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struct SpotLight {
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vec3 pos;
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vec3 dir;
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vec3 diffuseColor;
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vec3 specularColor;
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float innerCutoff;
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float outerCutoff;
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};
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#define NUM_SPOT_LIGHTS 4
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uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
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uniform vec3 camPos;
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uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);
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@ -122,9 +134,33 @@ vec3 CalcPointLight(PointLight pointLight)
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return (finalDiffuse + finalSpecular) * attenuation;
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}
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vec3 CalcSpotLight()
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vec3 CalcSpotLight(SpotLight light)
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{
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return vec3(0);
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if (light.innerCutoff == 0)
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return vec3(0);
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vec3 fragToLightDir = normalize(light.pos - fragPos);
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// Spot light cone with full intensity within inner cutoff,
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// and falloff between inner-outer cutoffs, and zero
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// light after outer cutoff
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float theta = dot(fragToLightDir, normalize(-light.dir));
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float epsilon = (light.innerCutoff - light.outerCutoff);
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float intensity = clamp((theta - light.outerCutoff) / epsilon, 0.0, 1.0);
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if (intensity == 0)
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return vec3(0);
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// Diffuse
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float diffuseAmount = max(0.0, dot(normalizedVertNorm, fragToLightDir));
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vec3 finalDiffuse = diffuseAmount * light.diffuseColor * diffuseTexColor.rgb;
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// Specular
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vec3 reflectDir = reflect(-fragToLightDir, normalizedVertNorm);
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float specularAmount = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 finalSpecular = specularAmount * light.specularColor * specularTexColor.rgb;
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return (finalDiffuse + finalSpecular) * intensity;
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}
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void main()
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@ -145,7 +181,10 @@ void main()
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finalColor += CalcPointLight(pointLights[i]);
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}
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finalColor += CalcSpotLight();
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for (int i = 0; i < NUM_SPOT_LIGHTS; i++)
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{
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finalColor += CalcSpotLight(spotLights[i]);
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}
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vec3 finalEmission = emissionTexColor.rgb;
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vec3 finalAmbient = ambientColor * diffuseTexColor.rgb;
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