diff --git a/packages/core/src/shaderlib/mobile_blinnphong_frag.glsl b/packages/core/src/shaderlib/mobile_blinnphong_frag.glsl index c5ca73a285..3b2b08c78f 100644 --- a/packages/core/src/shaderlib/mobile_blinnphong_frag.glsl +++ b/packages/core/src/shaderlib/mobile_blinnphong_frag.glsl @@ -4,42 +4,42 @@ #ifdef O3_DIRECT_LIGHT_COUNT - DirectLight lgt; + DirectLight directionalLight; for( int i = 0; i < O3_DIRECT_LIGHT_COUNT; i++ ) { - lgt.color = u_directLightColor[i]; - lgt.direction = u_directLightDirection[i]; + directionalLight.color = u_directLightColor[i]; + directionalLight.direction = u_directLightDirection[i]; - float d = max(dot(N, -lgt.direction), 0.0); - lightDiffuse += lgt.color*d; + float d = max(dot(N, -directionalLight.direction), 0.0); + lightDiffuse += directionalLight.color * d; - vec3 halfDir = normalize( V - lgt.direction ); + vec3 halfDir = normalize( V - directionalLight.direction ); float s = pow( clamp( dot( N, halfDir ), 0.0, 1.0 ), u_shininess ); - lightSpecular += lgt.color * s; + lightSpecular += directionalLight.color * s; } #endif #ifdef O3_POINT_LIGHT_COUNT - PointLight lgt; + PointLight pointLight; for( int i = 0; i < O3_POINT_LIGHT_COUNT; i++ ) { - lgt.color = u_pointLightColor[i]; - lgt.position = u_pointLightPosition[i]; - lgt.distance = u_pointLightDistance[i]; + pointLight.color = u_pointLightColor[i]; + pointLight.position = u_pointLightPosition[i]; + pointLight.distance = u_pointLightDistance[i]; - vec3 direction = v_pos - lgt.position; + vec3 direction = v_pos - pointLight.position; float dist = length( direction ); direction /= dist; - float decay = clamp(1.0 - pow(dist/lgt.distance, 4.0), 0.0, 1.0); + float decay = clamp(1.0 - pow(dist / pointLight.distance, 4.0), 0.0, 1.0); float d = max( dot( N, -direction ), 0.0 ) * decay; - lightDiffuse += lgt.color * d; + lightDiffuse += pointLight.color * d; vec3 halfDir = normalize( V - direction ); float s = pow( clamp( dot( N, halfDir ), 0.0, 1.0 ), u_shininess ) * decay; - lightSpecular += lgt.color * s; + lightSpecular += pointLight.color * s; } @@ -47,29 +47,29 @@ #ifdef O3_SPOT_LIGHT_COUNT - SpotLight lgt; + SpotLight spotLight; for( int i = 0; i < O3_SPOT_LIGHT_COUNT; i++) { - lgt.color = u_spotLightColor[i]; - lgt.position = u_spotLightPosition[i]; - lgt.direction = u_spotLightDirection[i]; - lgt.distance = u_spotLightDistance[i]; - lgt.angleCos = u_spotLightAngleCos[i]; - lgt.penumbraCos = u_spotLightPenumbraCos[i]; - - vec3 direction = lgt.position - v_pos; + spotLight.color = u_spotLightColor[i]; + spotLight.position = u_spotLightPosition[i]; + spotLight.direction = u_spotLightDirection[i]; + spotLight.distance = u_spotLightDistance[i]; + spotLight.angleCos = u_spotLightAngleCos[i]; + spotLight.penumbraCos = u_spotLightPenumbraCos[i]; + + vec3 direction = spotLight.position - v_pos; float lightDistance = length( direction ); direction/ = lightDistance; - float angleCos = dot( direction, -lgt.direction ); - float decay = clamp(1.0 - pow(lightDistance/lgt.distance, 4.0), 0.0, 1.0); - float spotEffect = smoothstep( lgt.penumbraCos, lgt.angleCos, angleCos ); + float angleCos = dot( direction, -spotLight.direction ); + float decay = clamp(1.0 - pow(lightDistance/spotLight.distance, 4.0), 0.0, 1.0); + float spotEffect = smoothstep( spotLight.penumbraCos, spotLight.angleCos, angleCos ); float decayTotal = decay * spotEffect; float d = max( dot( N, direction ), 0.0 ) * decayTotal; - lightDiffuse += lgt.color * d; + lightDiffuse += spotLight.color * d; vec3 halfDir = normalize( V + direction ); float s = pow( clamp( dot( N, halfDir ), 0.0, 1.0 ), u_shininess ) * decayTotal; - lightSpecular += lgt.color * s; + lightSpecular += spotLight.color * s; }