// -*-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; uniform int num_lightspots; vec3 lightspot(vec3 relPos) { if (num_lightspots == 0) { return vec3 (0.0, 0.0, 0.0); } // first projectable spot 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(lightspot_size1/3.0, lightspot_size1, length(difference_vec))) * (1.0 - 0.5* smoothstep(lightspot_size1/3.0, lightspot_size1/(1.0+lightspot_project1), -difference_vec.x)); vec3 lightspot_color = vec3 (lightspot_r1,lightspot_g1, lightspot_b1 ) * lightspot_arg; // second projectable spot eye_rel = vec3 (eyerel_x2, eyerel_y2, eyerel_z2); difference_vec = relPos - eye_rel; rotMat = mat2 (cos(lightspot_dir2), sin(lightspot_dir2), -sin(lightspot_dir2), cos(lightspot_dir2)); difference_vec.xy = rotMat * difference_vec.xy; difference_vec.x/= (1.0 + lightspot_project2); lightspot_arg = (1.0 - smoothstep(lightspot_size2/3.0, lightspot_size2, length(relPos - eye_rel))); lightspot_color += vec3 (lightspot_r2,lightspot_g2, lightspot_b2 ) * lightspot_arg; if (num_lightspots < 3) { return lightspot_color ; } // spherical spot eye_rel = vec3 (eyerel_x3, eyerel_y3, eyerel_z3); lightspot_arg = (1.0 - smoothstep(lightspot_size3/3.0, lightspot_size3, length(relPos - eye_rel))); lightspot_color += vec3 (lightspot_r3,lightspot_g3, lightspot_b3 ) * lightspot_arg; // spherical spot eye_rel = vec3 (eyerel_x4, eyerel_y4, eyerel_z4); lightspot_arg = (1.0 - smoothstep(lightspot_size4/3.0, lightspot_size4, length(relPos - eye_rel))); lightspot_color += vec3 (lightspot_r4,lightspot_g4, lightspot_b4 ) * lightspot_arg; // spherical spot eye_rel = vec3 (eyerel_x5, eyerel_y5, eyerel_z5); lightspot_arg = (1.0 - smoothstep(lightspot_size5/3.0, lightspot_size5, length(relPos - eye_rel))); lightspot_color += vec3 (lightspot_r5,lightspot_g5, lightspot_b5 ) * lightspot_arg; return lightspot_color; }