Fixed Spotlights
Former-commit-id: c802da26d010dcf7df6f234be204690e718634a6
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@ -129,7 +129,7 @@ void main()
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vec3 lightDir = -Lights[i].parameters1.xyz;
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vec3 lightDir = -Lights[i].parameters1.xyz;
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// Ambient
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// Ambient
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * SceneAmbient.rgb;
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// Diffuse
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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float lambert = max(dot(normal, lightDir), 0.0);
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@ -176,20 +176,20 @@ void main()
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float lightDirLength = length(lightDir);
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
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// Ambient
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// Ambient
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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// Modification de l'atténuation pour gérer le spot
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// Modification de l'atténuation pour gérer le spot
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float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
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float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
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float outerAngle = Lights[i].parameters3.y;
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float outerAngle = Lights[i].parameters3.y;
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float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
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float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
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att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
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att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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// Specular
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// Specular
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@ -217,7 +217,7 @@ void main()
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vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
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vec3 lightDir = normalize(-Lights[i].parameters1.xyz);
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// Ambient
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// Ambient
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x;
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lightAmbient += Lights[i].color.rgb * Lights[i].factors.x * SceneAmbient.rgb;
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// Diffuse
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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float lambert = max(dot(normal, lightDir), 0.0);
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@ -250,20 +250,20 @@ void main()
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float lightDirLength = length(lightDir);
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float lightDirLength = length(lightDir);
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lightDir /= lightDirLength; // Normalisation
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lightDir /= lightDirLength; // Normalisation
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.x*lightDirLength, 0.0);
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float att = max(Lights[i].parameters1.w - Lights[i].parameters2.w*lightDirLength, 0.0);
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// Ambient
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// Ambient
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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lightAmbient += att * Lights[i].color.rgb * Lights[i].factors.x;
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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// Modification de l'atténuation pour gérer le spot
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// Modification de l'atténuation pour gérer le spot
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float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
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float curAngle = dot(Lights[i].parameters2.xyz, -lightDir);
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float outerAngle = Lights[i].parameters3.y;
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float outerAngle = Lights[i].parameters3.y;
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float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
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float innerMinusOuterAngle = Lights[i].parameters3.x - outerAngle;
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att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
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att *= max((curAngle - outerAngle) / innerMinusOuterAngle, 0.0);
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// Diffuse
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float lambert = max(dot(normal, lightDir), 0.0);
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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lightDiffuse += att * lambert * Lights[i].color.rgb * Lights[i].factors.y;
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}
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}
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@ -273,7 +273,7 @@ void main()
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}
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}
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}
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}
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lightAmbient = (lightAmbient + SceneAmbient.rgb)*MaterialAmbient.rgb;
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lightAmbient *= MaterialAmbient.rgb;
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lightSpecular *= MaterialSpecular.rgb;
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lightSpecular *= MaterialSpecular.rgb;
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#if SPECULAR_MAPPING
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#if SPECULAR_MAPPING
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lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
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lightSpecular *= texture(MaterialSpecularMap, texCoord).rgb; // Utiliser l'alpha de MaterialSpecular n'aurait aucun sens
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