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The GtkRadiant sources as originally released under the GPL license.
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73
setup/data/tools/gl/lighting_DBS_omni_fp.glsl
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73
setup/data/tools/gl/lighting_DBS_omni_fp.glsl
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/// ============================================================================
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/*
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Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
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Please see the file "CONTRIBUTORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/// ============================================================================
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uniform sampler2D u_diffusemap;
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uniform sampler2D u_bumpmap;
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uniform sampler2D u_specularmap;
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uniform sampler2D u_attenuationmap_xy;
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uniform sampler2D u_attenuationmap_z;
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uniform vec3 u_view_origin;
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uniform vec3 u_light_origin;
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uniform vec3 u_light_color;
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uniform float u_bump_scale;
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uniform float u_specular_exponent;
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varying vec3 var_vertex;
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varying vec4 var_tex_diffuse_bump;
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varying vec2 var_tex_specular;
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varying vec4 var_tex_atten_xy_z;
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varying mat3 var_mat_os2ts;
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void main()
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{
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// compute view direction in tangent space
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vec3 V = normalize(var_mat_os2ts * (u_view_origin - var_vertex));
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// compute light direction in tangent space
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vec3 L = normalize(var_mat_os2ts * (u_light_origin - var_vertex));
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// compute half angle in tangent space
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vec3 H = normalize(L + V);
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// compute normal in tangent space from bumpmap
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vec3 N = 2.0 * (texture2D(u_bumpmap, var_tex_diffuse_bump.pq).xyz - 0.5);
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N.z *= u_bump_scale;
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N = normalize(N);
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// compute the diffuse term
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vec4 diffuse = texture2D(u_diffusemap, var_tex_diffuse_bump.st);
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diffuse.rgb *= u_light_color * clamp(dot(N, L), 0.0, 1.0);
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// compute the specular term
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vec3 specular = texture2D(u_specularmap, var_tex_specular).rgb * u_light_color * pow(clamp(dot(N, H), 0.0, 1.0), u_specular_exponent);
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// compute attenuation
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vec3 attenuation_xy = texture2DProj(u_attenuationmap_xy, vec3(var_tex_atten_xy_z.x, var_tex_atten_xy_z.y, var_tex_atten_xy_z.w)).rgb;
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vec3 attenuation_z = texture2D(u_attenuationmap_z, vec2(var_tex_atten_xy_z.z, 0)).rgb;
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// compute final color
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gl_FragColor.rgba = diffuse;
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gl_FragColor.rgb += specular;
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gl_FragColor.rgb *= attenuation_xy;
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gl_FragColor.rgb *= attenuation_z;
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}
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