vec3 diffuse = vec3( 1.0 ); GeometricContext geometry; geometry.position = mvPosition.xyz; geometry.normal = normalize( transformedNormal ); geometry.viewDir = normalize( -mvPosition.xyz ); GeometricContext backGeometry; backGeometry.position = geometry.position; backGeometry.normal = -geometry.normal; backGeometry.viewDir = geometry.viewDir; vLightFront = vec3( 0.0 ); #ifdef DOUBLE_SIDED vLightBack = vec3( 0.0 ); #endif IncidentLight directLight; float dotNL; vec3 directLightColor_Diffuse; #if NUM_POINT_LIGHTS > 0 for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { getPointDirectLightIrradiance( pointLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = PI * directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; #endif } #endif #if NUM_SPOT_LIGHTS > 0 for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { getSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = PI * directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; #endif } #endif #if NUM_DIR_LIGHTS > 0 for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = PI * directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( -dotNL ) * directLightColor_Diffuse; #endif } #endif #if NUM_HEMI_LIGHTS > 0 for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry ); #ifdef DOUBLE_SIDED vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry ); #endif } #endif