// -*-C++-*- uniform float eyerel_x1; uniform float eyerel_y1; uniform float eyerel_z1; uniform float lightspot_r1; uniform float lightspot_g1; uniform float lightspot_b1; uniform float eyerel_x2; uniform float eyerel_y2; uniform float eyerel_z2; uniform float lightspot_r2; uniform float lightspot_g2; uniform float lightspot_b2; uniform float eyerel_x3; uniform float eyerel_y3; uniform float eyerel_z3; uniform float lightspot_r3; uniform float lightspot_g3; uniform float lightspot_b3; uniform float eyerel_x4; uniform float eyerel_y4; uniform float eyerel_z4; uniform float lightspot_r4; uniform float lightspot_g4; uniform float lightspot_b4; uniform float eyerel_x5; uniform float eyerel_y5; uniform float eyerel_z5; uniform float lightspot_r5; uniform float lightspot_g5; uniform float lightspot_b5; uniform float lightspot_project1; uniform float lightspot_project2; uniform float lightspot_dir1; uniform float lightspot_dir2; uniform float lightspot_size1; uniform float lightspot_size2; uniform float lightspot_size3; uniform float lightspot_size4; uniform float lightspot_size5; vec3 lightspot(vec3 relPos) { vec3 eye_rel = vec3 (eyerel_x1, eyerel_y1, eyerel_z1); vec3 difference_vec = relPos - eye_rel; mat2 rotMat = mat2 (cos(lightspot_dir1), sin(lightspot_dir1), -sin(lightspot_dir1), cos(lightspot_dir1)); difference_vec.xy = rotMat * difference_vec.xy; difference_vec.x/= (1.0 + lightspot_project1); float lightspot_arg = (1.0 - smoothstep(5.0, 15.0, length(difference_vec))) * (1.0 - 0.5* smoothstep(5.0, 15.0/(1.0+lightspot_project1), difference_vec.x)); vec3 lightspot_color = vec3 (lightspot_r1,lightspot_g1, lightspot_b1 ) * lightspot_arg; eye_rel = vec3 (eyerel_x2, eyerel_y2, eyerel_z2); lightspot_arg = (1.0 - smoothstep(0.0, 5.0, length(relPos - eye_rel))); lightspot_color += vec3 (lightspot_r2,lightspot_g2, lightspot_b2 ) * lightspot_arg; eye_rel = vec3 (eyerel_x3, eyerel_y3, eyerel_z3); lightspot_arg = (1.0 - smoothstep(0.0, 5.0, length(relPos - eye_rel))); lightspot_color += vec3 (lightspot_r3,lightspot_g3, lightspot_b3 ) * lightspot_arg; return lightspot_color; }