uniform sampler2D texture; uniform sampler2D normalTex; varying vec2 texCoord; varying vec4 color; varying vec3 fragCoord; uniform vec4 ambientLight; uniform vec4 light[128]; uniform vec4 lightColor[128]; uniform float lightImpact; uniform int lightSize; float b = .0005f; float minLight = .05f; float radius = sqrt(1.0f / (b * minLight)); void main() { vec4 pixTex = texture2D(texture, vec2(texCoord.x, 1-texCoord.y)); if (pixTex.a < 0.1f) discard; vec4 shadeColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < lightSize; i++) { vec2 loc = light[i].xy; float dist = length(loc - fragCoord.xy); float attenuation = clamp(1.0f - dist*dist/(radius*radius), 0.0f, 1.0f); attenuation *= attenuation; shadeColor += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor[i]); } shadeColor += ambientLight; gl_FragColor = pixTex * color * shadeColor; }