uniform sampler2D ntex; uniform vec4 center[32]; uniform vec4 col[32]; uniform float energy[32]; uniform int lightcount; uniform float spec; uniform vec2 screen; uniform mat4 invproj; uniform mat4 viewm; void main() { vec2 texc = gl_FragCoord.xy / screen; float z = texture2D(ntex, texc).a; vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f; xpos = invproj * xpos; xpos /= xpos.w; vec3 diffuse = vec3(0.), specular = vec3(0.); for (int i = 0; i < lightcount; ++i) { vec4 pseudocenter = viewm * vec4(center[i].xyz, 1.0); pseudocenter /= pseudocenter.w; vec3 light_pos = pseudocenter.xyz; vec3 light_col = col[i].xyz; float d = distance(light_pos, xpos.xyz); float att = energy[i] * 200. / (4. * 3.14 * d * d); vec3 norm = texture2D(ntex, texc).xyz; norm = (norm - 0.5) * 2.0; // Light Direction vec3 L = normalize(xpos.xyz - light_pos); float NdotL = max(0.0, dot(norm, -L)); diffuse += NdotL * light_col * att; // Reflected light dir vec3 R = reflect(-L, norm); float RdotE = max(0.0, dot(R, normalize(xpos.xyz))); float Specular = pow(RdotE, spec); specular += Specular * light_col * att; } gl_FragData[0] = vec4(diffuse, 1.); gl_FragData[1] = vec4(specular , 1.); }