made gl3 UBOs optional; also tried other snake oil

This commit is contained in:
aap
2020-05-14 11:54:20 +02:00
parent 57634dc46d
commit 2d6ca32102
27 changed files with 374 additions and 583 deletions

View File

@@ -1,10 +1,15 @@
all: header_vs.inc im2d_gl3.inc im3d_gl3.inc default_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
all: header_vs.inc header_fs.inc im2d_gl3.inc im3d_gl3.inc default_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
header_vs.inc: header.vert
(echo 'const char *header_vert_src =';\
sed 's/..*/"&\\n"/' header.vert;\
echo ';') >header_vs.inc
header_fs.inc: header.frag
(echo 'const char *header_frag_src =';\
sed 's/..*/"&\\n"/' header.frag;\
echo ';') >header_fs.inc
im2d_gl3.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
sed 's/..*/"&\\n"/' im2d.vert;\

View File

@@ -18,29 +18,7 @@ main(void)
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;

View File

@@ -19,29 +19,7 @@ const char *default_vert_src =
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"

View File

@@ -0,0 +1,28 @@
#ifdef USE_UBOS
layout(std140) uniform State
{
vec2 u_alphaRef;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
#else
//uniform int u_alphaTest;
//uniform float u_alphaRef;
uniform vec2 u_alphaRef;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform float u_fogRange;
uniform float u_fogDisable;
uniform vec4 u_fogColor;
#endif
void DoAlphaTest(float a)
{
if(a < u_alphaRef.x || a >= u_alphaRef.y)
discard;
}

View File

@@ -1,7 +1,12 @@
#define DIRECTIONALS
//#define POINTLIGHTS
//#define SPOTLIGHTS
#ifdef USE_UBOS
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
vec2 u_alphaRef;
float u_fogStart;
float u_fogEnd;
@@ -9,32 +14,47 @@ layout(std140) uniform State
float u_fogDisable;
vec4 u_fogColor;
};
#else
uniform vec2 u_alphaRef;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform float u_fogRange;
uniform float u_fogDisable;
uniform vec4 u_fogColor;
#endif
#ifdef USE_UBOS
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#else
uniform mat4 u_proj;
uniform mat4 u_view;
#endif
#define MAX_LIGHTS 8
struct Light {
float enabled;
float radius;
float minusCosAngle;
float hardSpot;
vec4 position;
vec4 direction;
vec4 color;
};
#ifdef USE_UBOS
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
Light u_directLights[MAX_LIGHTS];
Light u_pointLights[MAX_LIGHTS];
Light u_spotLights[MAX_LIGHTS];
vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
vec4 u_lightPosition[MAX_LIGHTS];
vec4 u_lightDirection[MAX_LIGHTS];
vec4 u_lightColor[MAX_LIGHTS];
};
#else
uniform mat4 u_world;
uniform vec4 u_ambLight;
uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
uniform vec4 u_lightPosition[MAX_LIGHTS];
uniform vec4 u_lightDirection[MAX_LIGHTS];
uniform vec4 u_lightColor[MAX_LIGHTS];
#endif
uniform vec4 u_matColor;
uniform vec4 u_surfProps; // amb, spec, diff, extra
@@ -43,44 +63,52 @@ uniform vec4 u_surfProps; // amb, spec, diff, extra
#define surfSpecular (u_surfProps.y)
#define surfDiffuse (u_surfProps.z)
vec3 DoDirLight(Light L, vec3 N)
vec3 DoDynamicLight(vec3 V, vec3 N)
{
float l = max(0.0, dot(N, -L.direction.xyz));
return l*L.color.rgb;
}
vec3 DoPointLight(Light L, vec3 V, vec3 N)
{
// As on PS2
vec3 dir = V - L.position.xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.radius));
float l = max(0.0, dot(N, -normalize(dir)));
return l*L.color.rgb*atten;
}
vec3 DoSpotLight(Light L, vec3 V, vec3 N)
{
// As on PS2
vec3 dir = V - L.position.xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.radius));
dir /= dist;
float l = max(0.0, dot(N, -dir));
float pcos = dot(dir, L.direction.xyz); // cos to point
float ccos = -L.minusCosAngle;
float falloff = (pcos-ccos)/(1.0-ccos);
if(falloff < 0.0) // outside of cone
l = 0.0;
l *= max(falloff, L.hardSpot);
return l*L.color.xyz*atten;
vec3 color = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_lightParams[i].x == 0.0)
break;
#ifdef DIRECTIONALS
if(u_lightParams[i].x == 1.0){
// direct
float l = max(0.0, dot(N, -u_lightDirection[i].xyz));
color += l*u_lightColor[i].rgb;
}else
#endif
#ifdef POINTLIGHTS
if(u_lightParams[i].x == 2.0){
// point
vec3 dir = V - u_lightPosition[i].xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
float l = max(0.0, dot(N, -normalize(dir)));
color += l*u_lightColor[i].rgb*atten;
}else
#endif
#ifdef SPOTLIGHTS
if(u_lightParams[i].x == 3.0){
// spot
vec3 dir = V - u_lightPosition[i].xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
dir /= dist;
float l = max(0.0, dot(N, -dir));
float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point
float ccos = -u_lightParams[i].z;
float falloff = (pcos-ccos)/(1.0-ccos);
if(falloff < 0.0) // outside of cone
l = 0.0;
l *= max(falloff, u_lightParams[i].w);
return l*u_lightColor[i].rgb*atten;
}else
#endif
;
}
return color;
}
float DoFog(float w)
{
return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);
}
#define DIRECTIONALS
//#define POINTLIGHTS
//#define SPOTLIGHTS

View File

@@ -0,0 +1,30 @@
const char *header_frag_src =
"#ifdef USE_UBOS\n"
"layout(std140) uniform State\n"
"{\n"
" vec2 u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"#else\n"
"//uniform int u_alphaTest;\n"
"//uniform float u_alphaRef;\n"
"uniform vec2 u_alphaRef;\n"
"uniform float u_fogStart;\n"
"uniform float u_fogEnd;\n"
"uniform float u_fogRange;\n"
"uniform float u_fogDisable;\n"
"uniform vec4 u_fogColor;\n"
"#endif\n"
"void DoAlphaTest(float a)\n"
"{\n"
" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
" discard;\n"
"}\n"
;

View File

@@ -1,8 +1,13 @@
const char *header_vert_src =
"#define DIRECTIONALS\n"
"//#define POINTLIGHTS\n"
"//#define SPOTLIGHTS\n"
"#ifdef USE_UBOS\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" vec2 u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
@@ -10,32 +15,47 @@ const char *header_vert_src =
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"#else\n"
"uniform vec2 u_alphaRef;\n"
"uniform float u_fogStart;\n"
"uniform float u_fogEnd;\n"
"uniform float u_fogRange;\n"
"uniform float u_fogDisable;\n"
"uniform vec4 u_fogColor;\n"
"#endif\n"
"#ifdef USE_UBOS\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#else\n"
"uniform mat4 u_proj;\n"
"uniform mat4 u_view;\n"
"#endif\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" float enabled;\n"
" float radius;\n"
" float minusCosAngle;\n"
" float hardSpot;\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
"};\n"
"#ifdef USE_UBOS\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" Light u_directLights[MAX_LIGHTS];\n"
" Light u_pointLights[MAX_LIGHTS];\n"
" Light u_spotLights[MAX_LIGHTS];\n"
" vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
" vec4 u_lightPosition[MAX_LIGHTS];\n"
" vec4 u_lightDirection[MAX_LIGHTS];\n"
" vec4 u_lightColor[MAX_LIGHTS];\n"
"};\n"
"#else\n"
"uniform mat4 u_world;\n"
"uniform vec4 u_ambLight;\n"
"uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
"uniform vec4 u_lightPosition[MAX_LIGHTS];\n"
"uniform vec4 u_lightDirection[MAX_LIGHTS];\n"
"uniform vec4 u_lightColor[MAX_LIGHTS];\n"
"#endif\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfProps; // amb, spec, diff, extra\n"
@@ -44,45 +64,53 @@ const char *header_vert_src =
"#define surfSpecular (u_surfProps.y)\n"
"#define surfDiffuse (u_surfProps.z)\n"
"vec3 DoDirLight(Light L, vec3 N)\n"
"vec3 DoDynamicLight(vec3 V, vec3 N)\n"
"{\n"
" float l = max(0.0, dot(N, -L.direction.xyz));\n"
" return l*L.color.rgb;\n"
"}\n"
"vec3 DoPointLight(Light L, vec3 V, vec3 N)\n"
"{\n"
" // As on PS2\n"
" vec3 dir = V - L.position.xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
" float l = max(0.0, dot(N, -normalize(dir)));\n"
" return l*L.color.rgb*atten;\n"
"}\n"
"vec3 DoSpotLight(Light L, vec3 V, vec3 N)\n"
"{\n"
" // As on PS2\n"
" vec3 dir = V - L.position.xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
" dir /= dist;\n"
" float l = max(0.0, dot(N, -dir));\n"
" float pcos = dot(dir, L.direction.xyz); // cos to point\n"
" float ccos = -L.minusCosAngle;\n"
" float falloff = (pcos-ccos)/(1.0-ccos);\n"
" if(falloff < 0.0) // outside of cone\n"
" l = 0.0;\n"
" l *= max(falloff, L.hardSpot);\n"
" return l*L.color.xyz*atten;\n"
" vec3 color = vec3(0.0, 0.0, 0.0);\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_lightParams[i].x == 0.0)\n"
" break;\n"
"#ifdef DIRECTIONALS\n"
" if(u_lightParams[i].x == 1.0){\n"
" // direct\n"
" float l = max(0.0, dot(N, -u_lightDirection[i].xyz));\n"
" color += l*u_lightColor[i].rgb;\n"
" }else\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" if(u_lightParams[i].x == 2.0){\n"
" // point\n"
" vec3 dir = V - u_lightPosition[i].xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
" float l = max(0.0, dot(N, -normalize(dir)));\n"
" color += l*u_lightColor[i].rgb*atten;\n"
" }else\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" if(u_lightParams[i].x == 3.0){\n"
" // spot\n"
" vec3 dir = V - u_lightPosition[i].xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
" dir /= dist;\n"
" float l = max(0.0, dot(N, -dir));\n"
" float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point\n"
" float ccos = -u_lightParams[i].z;\n"
" float falloff = (pcos-ccos)/(1.0-ccos);\n"
" if(falloff < 0.0) // outside of cone\n"
" l = 0.0;\n"
" l *= max(falloff, u_lightParams[i].w);\n"
" return l*u_lightColor[i].rgb*atten;\n"
" }else\n"
"#endif\n"
" ;\n"
" }\n"
" return color;\n"
"}\n"
"float DoFog(float w)\n"
"{\n"
" return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);\n"
"}\n"
"#define DIRECTIONALS\n"
"//#define POINTLIGHTS\n"
"//#define SPOTLIGHTS\n"
;

View File

@@ -1,15 +1,3 @@
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
uniform sampler2D tex0;
uniform sampler2D tex1;
@@ -38,16 +26,5 @@ main(void)
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
color.a = pass1.a;
switch(u_alphaTest){
default:
case 0: break;
case 1:
if(color.a < u_alphaRef)
discard;
break;
case 2:
if(color.a >= u_alphaRef)
discard;
break;
}
DoAlphaTest(color.a);
}

View File

@@ -22,29 +22,7 @@ main(void)
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;

View File

@@ -23,29 +23,7 @@ const char *matfx_env_vert_src =
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"
@@ -53,18 +31,6 @@ const char *matfx_env_vert_src =
"}\n"
;
const char *matfx_env_frag_src =
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
@@ -93,17 +59,6 @@ const char *matfx_env_frag_src =
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
" color.a = pass1.a;\n"
" switch(u_alphaTest){\n"
" default:\n"
" case 0: break;\n"
" case 1:\n"
" if(color.a < u_alphaRef)\n"
" discard;\n"
" break;\n"
" case 2:\n"
" if(color.a >= u_alphaRef)\n"
" discard;\n"
" break;\n"
" }\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

View File

@@ -1,15 +1,3 @@
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
uniform sampler2D tex0;
in vec4 v_color;
@@ -23,17 +11,6 @@ main(void)
{
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
switch(u_alphaTest){
default:
case 0: break;
case 1:
if(color.a < u_alphaRef)
discard;
break;
case 2:
if(color.a >= u_alphaRef)
discard;
break;
}
DoAlphaTest(color.a);
}

View File

@@ -1,16 +1,4 @@
const char *simple_frag_src =
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform sampler2D tex0;\n"
"in vec4 v_color;\n"
@@ -24,18 +12,7 @@ const char *simple_frag_src =
"{\n"
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" switch(u_alphaTest){\n"
" default:\n"
" case 0: break;\n"
" case 1:\n"
" if(color.a < u_alphaRef)\n"
" discard;\n"
" break;\n"
" case 2:\n"
" if(color.a >= u_alphaRef)\n"
" discard;\n"
" break;\n"
" }\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

View File

@@ -25,33 +25,13 @@ main(void)
gl_Position = u_proj * u_view * V;
vec3 N = mat3(u_world) * SkinNormal;
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;
v_tex0 = in_tex0;
v_fog = DoFog(gl_Position.z);
}

View File

@@ -26,34 +26,14 @@ const char *skin_vert_src =
" gl_Position = u_proj * u_view * V;\n"
" vec3 N = mat3(u_world) * SkinNormal;\n"
" v_tex0 = in_tex0;\n"
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"
" v_tex0 = in_tex0;\n"
" v_fog = DoFog(gl_Position.z);\n"
"}\n"
;