danini-the-panini/mittsu-opengl

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lib/mittsu/opengl/shader/chunks/lights_phong_pars_fragment.glsl

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uniform vec3 ambientLightColor;

#if MAX_DIR_LIGHTS > 0

    uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];
    uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];

#endif

#if MAX_HEMI_LIGHTS > 0

    uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];
    uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];
    uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];

#endif

#if MAX_POINT_LIGHTS > 0

    uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];

    uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];
    uniform float pointLightDistance[ MAX_POINT_LIGHTS ];
    uniform float pointLightDecay[ MAX_POINT_LIGHTS ];

#endif

#if MAX_SPOT_LIGHTS > 0

    uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];
    uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];
    uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];
    uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];
    uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];
    uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];
    uniform float spotLightDecay[ MAX_SPOT_LIGHTS ];

#endif

#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )

    in vec3 vWorldPosition;

#endif

#ifdef WRAP_AROUND

    uniform vec3 wrapRGB;

#endif

in vec3 vViewPosition;

#ifndef FLAT_SHADED

    in vec3 vNormal;

#endif