Supporting effects and shaders for lights
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102
Effects/light-point.eff
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102
Effects/light-point.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/light-point</name>
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<parameters></parameters>
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<technique n="10">
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<pass>
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<depth>
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<enabled type="bool">false</enabled>
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<write-mask type="bool">false</write-mask>
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</depth>
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<cull-face>front</cull-face>
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<render-bin>
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<bin-number>2</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<texture-unit>
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<unit>0</unit>
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<type>depth-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>normal-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>diffuse-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>spec-emis-buffer</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/light-spot.vert</vertex-shader>
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<fragment-shader>Shaders/light-point.frag</fragment-shader>
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<attribute>
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<name>attenuation</name>
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<index>12</index>
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</attribute>
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</program>
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<uniform>
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<name>depth_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>spec_emis_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>LightPosition</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/position</use></value>
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<positioned type="bool">true</positioned>
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</uniform>
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<uniform>
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<name>Ambient</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/ambient</use></value>
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</uniform>
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<uniform>
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<name>Diffuse</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/diffuse</use></value>
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</uniform>
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<uniform>
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<name>Specular</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/specular</use></value>
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</uniform>
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<uniform>
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<name>Attenuation</name>
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<type>float-vec3</type>
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<value type="vec3d"><use>light-spot/attenuation</use></value>
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</uniform>
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<uniform>
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<name>Near</name>
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<type>float</type>
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<value type="float"><use>light-spot/near</use></value>
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</uniform>
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<uniform>
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<name>Far</name>
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<type>float</type>
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<value type="float"><use>light-spot/far</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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123
Effects/light-spot.eff
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123
Effects/light-spot.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/light-spot</name>
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<parameters></parameters>
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<technique n="10">
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<pass>
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<depth>
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<enabled type="bool">false</enabled>
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<write-mask type="bool">false</write-mask>
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</depth>
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<cull-face>front</cull-face>
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<render-bin>
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<bin-number>2</bin-number>
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<bin-name>RenderBin</bin-name>
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</render-bin>
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<blend>
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<source>one</source>
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<destination>one</destination>
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</blend>
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<texture-unit>
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<unit>0</unit>
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<type>depth-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>1</unit>
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<type>normal-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>2</unit>
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<type>diffuse-buffer</type>
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</texture-unit>
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<texture-unit>
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<unit>3</unit>
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<type>spec-emis-buffer</type>
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</texture-unit>
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<program>
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<vertex-shader>Shaders/light-spot.vert</vertex-shader>
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<fragment-shader>Shaders/light-spot.frag</fragment-shader>
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<attribute>
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<name>attenuation</name>
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<index>12</index>
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</attribute>
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</program>
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<uniform>
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<name>depth_tex</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>normal_tex</name>
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<type>sampler-2d</type>
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<value type="int">1</value>
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</uniform>
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<uniform>
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<name>color_tex</name>
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<type>sampler-2d</type>
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<value type="int">2</value>
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</uniform>
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<uniform>
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<name>spec_emis_tex</name>
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<type>sampler-2d</type>
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<value type="int">3</value>
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</uniform>
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<uniform>
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<name>LightPosition</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/position</use></value>
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<positioned type="bool">true</positioned>
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</uniform>
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<uniform>
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<name>LightDirection</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/direction</use></value>
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<positioned type="bool">true</positioned>
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</uniform>
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<uniform>
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<name>Ambient</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/ambient</use></value>
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</uniform>
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<uniform>
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<name>Diffuse</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/diffuse</use></value>
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</uniform>
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<uniform>
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<name>Specular</name>
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<type>float-vec4</type>
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<value type="vec4d"><use>light-spot/specular</use></value>
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</uniform>
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<uniform>
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<name>Attenuation</name>
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<type>float-vec3</type>
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<value type="vec3d"><use>light-spot/attenuation</use></value>
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</uniform>
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<uniform>
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<name>Exponent</name>
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<type>float</type>
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<value type="float"><use>light-spot/exponent</use></value>
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</uniform>
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<uniform>
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<name>Cutoff</name>
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<type>float</type>
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<value type="float"><use>light-spot/cutoff</use></value>
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</uniform>
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<uniform>
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<name>CosCutoff</name>
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<type>float</type>
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<value type="float"><use>light-spot/cosCutoff</use></value>
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</uniform>
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<uniform>
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<name>Near</name>
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<type>float</type>
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<value type="float"><use>light-spot/near</use></value>
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</uniform>
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<uniform>
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<name>Far</name>
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<type>float</type>
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<value type="float"><use>light-spot/far</use></value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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57
Shaders/light-point.frag
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Shaders/light-point.frag
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uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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uniform vec4 LightPosition;
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uniform vec4 Ambient;
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uniform vec4 Diffuse;
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uniform vec4 Specular;
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uniform vec3 Attenuation;
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uniform float Near;
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uniform float Far;
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varying vec4 ecPosition;
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void main() {
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vec3 ray = ecPosition.xyz / ecPosition.w;
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vec3 ecPos3 = ray;
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vec3 viewDir = normalize(ray);
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vec2 coords = gl_FragCoord.xy / fg_BufferSize;
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float depth = texture2D( depth_tex, coords ).r;
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vec3 normal;
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normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
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normal.z = sqrt( 1 - dot( normal.xy, normal.xy ) );
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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vec3 pos;
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pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
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pos.xy = viewDir.xy * pos.z / viewDir.z;
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if ( pos.z < ecPos3.z ) // Negative direction in z
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discard; // Don't light surface outside the light volume
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vec3 VP = LightPosition.xyz - pos;
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if ( dot( VP, VP ) > ( Far * Far ) )
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discard; // Don't light surface outside the light volume
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float d = length( VP );
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VP /= d;
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vec3 halfVector = normalize(VP - viewDir);
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float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d);
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float nDotVP = max(0.0, dot(normal, VP));
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float nDotHV = max(0.0, dot(normal, halfVector));
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vec4 color = texture2D( color_tex, coords );
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vec4 Iamb = Ambient * color * att;
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vec4 Idiff = Diffuse * color * att * nDotVP;
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vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
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gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
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}
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70
Shaders/light-spot.frag
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Shaders/light-spot.frag
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uniform vec2 fg_BufferSize;
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uniform vec3 fg_Planes;
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uniform sampler2D depth_tex;
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uniform sampler2D normal_tex;
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uniform sampler2D color_tex;
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uniform sampler2D spec_emis_tex;
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uniform vec4 LightPosition;
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uniform vec4 LightDirection;
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uniform vec4 Ambient;
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uniform vec4 Diffuse;
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uniform vec4 Specular;
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uniform vec3 Attenuation;
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uniform float Exponent;
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uniform float Cutoff;
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uniform float CosCutoff;
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uniform float Near;
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uniform float Far;
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varying vec4 ecPosition;
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void main() {
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vec3 ray = ecPosition.xyz / ecPosition.w;
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vec3 ecPos3 = ray;
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vec3 viewDir = normalize(ray);
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vec2 coords = gl_FragCoord.xy / fg_BufferSize;
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float depth = texture2D( depth_tex, coords ).r;
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vec3 normal;
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normal.xy = texture2D( normal_tex, coords ).rg * 2.0 - vec2(1.0,1.0);
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normal.z = sqrt( 1 - dot( normal.xy, normal.xy ) );
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vec4 spec_emis = texture2D( spec_emis_tex, coords );
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vec3 pos;
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pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
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pos.xy = viewDir.xy * pos.z / viewDir.z;
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if ( pos.z < ecPos3.z ) // Negative direction in z
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discard; // Don't light surface outside the light volume
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vec3 VP = LightPosition.xyz - pos;
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if ( dot( VP, VP ) > ( Far * Far ) )
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discard; // Don't light surface outside the light volume
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float d = length( VP );
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VP /= d;
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vec3 halfVector = normalize(VP - viewDir);
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float att = 1.0 / (Attenuation.x + Attenuation.y * d + Attenuation.z *d*d);
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float spotDot = dot(-VP, normalize(LightDirection.xyz));
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float spotAttenuation = 0.0;
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if (spotDot < CosCutoff)
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spotAttenuation = 0.0;
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else
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spotAttenuation = pow(spotDot, Exponent);
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att *= spotAttenuation;
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float nDotVP = max(0.0, dot(normal, VP));
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float nDotHV = max(0.0, dot(normal, halfVector));
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vec4 color = texture2D( color_tex, coords );
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vec4 Iamb = Ambient * color * att;
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vec4 Idiff = Diffuse * color * att * nDotVP;
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vec3 Ispec = pow( nDotHV, spec_emis.y ) * spec_emis.x * att * Specular.rgb;
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vec3 Ispec = 0.0;
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gl_FragColor = vec4(Iamb.rgb + Idiff.rgb + Ispec, 1.0);
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}
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6
Shaders/light-spot.vert
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6
Shaders/light-spot.vert
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varying vec4 ecPosition;
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void main() {
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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}
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