#version 130 uniform sampler2D sampler; uniform int numLight; uniform vec2 lightLocation[64]; uniform float fireFlicker[64]; uniform vec3 lightColor; uniform float amb; float b = .0005f; float minLight = .05f; float radius = sqrt(1.0f / (b * minLight)); //float radius = b*minlight; float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } void main(){ vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f); for(int i = 0; i < numLight; i++){ vec2 loc = lightLocation[i]; float dist = length(loc - gl_FragCoord.xy); //float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist); float attenuation = clamp(1.0f - dist*dist/(radius*radius), 0.0f, 1.0f); attenuation *= attenuation; color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f) * fireFlicker[i]; } vec2 coords = gl_TexCoord[0].st; vec4 tex = texture2D(sampler, coords); color += vec4(amb,amb,amb,1.0f+amb); gl_FragColor = tex * vec4(color)*tex.a; } /* b values .002 10 .008 50 .0005 200 .00008 500 .00002 1000 .00005 2000 */