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  Dynamic Lightning  (Read 352 times)
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Offline JFixby
« Posted 2013-12-28 14:33:33 »

Hi
I was checking this libGDX-Spine example: https://github.com/EsotericSoftware/spine-runtimes/blob/master/spine-libgdx/test/com/esotericsoftware/spine/NormalMapTest.java with dynamic lightning and I found that there was used some shader program with one single light source:

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 String vert = "attribute vec4 a_position;\n" //
                       + "attribute vec4 a_color;\n" //
                       + "attribute vec2 a_texCoord0;\n" //
                       + "uniform mat4 u_proj;\n" //
                       + "uniform mat4 u_trans;\n" //
                       + "uniform mat4 u_projTrans;\n" //
                       + "varying vec4 v_color;\n" //
                       + "varying vec2 v_texCoords;\n" //
                       + "\n" //
                       + "void main()\n" //
                       + "{\n" //
                       + "   v_color = a_color;\n" //
                       + "   v_texCoords = a_texCoord0;\n" //
                       + "   gl_Position =  u_projTrans * a_position;\n" //
                       + "}\n" //
                       + "";

                String frag = "#ifdef GL_ES\n" //
                       + "precision mediump float;\n" //
                       + "#endif\n" //
                       + "varying vec4 v_color;\n" //
                       + "varying vec2 v_texCoords;\n" //
                       + "uniform sampler2D u_texture;\n" //
                       + "uniform sampler2D u_normals;\n" //
                       + "uniform vec3 light;\n" //
                       + "uniform vec3 ambientColor;\n" //
                       + "uniform float ambientIntensity; \n" //
                       + "uniform vec2 resolution;\n" //
                       + "uniform vec3 lightColor;\n" //
                       + "uniform bool useNormals;\n" //
                       + "uniform bool useShadow;\n" //
                       + "uniform vec3 attenuation;\n" //
                       + "uniform float strength;\n" //
                       + "uniform bool yInvert;\n" //
                       + "\n" //
                       + "void main() {\n" //
                       + "  // sample color & normals from our textures\n" //
                       + "  vec4 color = texture2D(u_texture, v_texCoords.st);\n" //
                       + "  vec3 nColor = texture2D(u_normals, v_texCoords.st).rgb;\n" //
                       + "\n" //
                       + "  // some bump map programs will need the Y value flipped..\n" //
                       + "  nColor.g = yInvert ? 1.0 - nColor.g : nColor.g;\n" //
                       + "\n" //
                       + "  // this is for debugging purposes, allowing us to lower the intensity of our bump map\n" //
                       + "  vec3 nBase = vec3(0.5, 0.5, 1.0);\n" //
                       + "  nColor = mix(nBase, nColor, strength);\n" //
                       + "\n" //
                       + "  // normals need to be converted to [-1.0, 1.0] range and normalized\n" //
                       + "  vec3 normal = normalize(nColor * 2.0 - 1.0);\n" //
                       + "\n" //
                       + "  // here we do a simple distance calculation\n" //
                       + "  vec3 deltaPos = vec3( (light.xy - gl_FragCoord.xy) / resolution.xy, light.z );\n" //
                       + "\n" //
                       + "  vec3 lightDir = normalize(deltaPos);\n" //
                       + "  float lambert = useNormals ? clamp(dot(normal, lightDir), 0.0, 1.0) : 1.0;\n" //
                       + "  \n" //
                       + "  // now let's get a nice little falloff\n" //
                       + "  float d = sqrt(dot(deltaPos, deltaPos));  \n" //
                       + "  float att = useShadow ? 1.0 / ( attenuation.x + (attenuation.y*d) + (attenuation.z*d*d) ) : 1.0;\n" //
                       + "  \n" //
                       + "  vec3 result = (ambientColor * ambientIntensity) + (lightColor.rgb * lambert) * att;\n" //
                       + "  result *= color.rgb;\n" //
                       + "  \n" //
                       + "  gl_FragColor = v_color * vec4(result, color.a);\n" //
                       + "}";


My question is: how can I modify it to allow multiple light sources?

(Referring to this topic: http://www.esotericsoftware.com/forum/viewtopic.php?f=3&t=1849)

my dev log: http://jfix.by/
Offline davedes
« Reply #1 - Posted 2013-12-28 14:47:36 »

See here:
https://github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson6

Use a loop and sum the final color. The number of lights will be fixed, and defined as a constant. In practice it looks like this:
https://github.com/mattdesl/kami-demos/blob/master/src/normals/lighting.frag

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