Reduce environment lights for older gles even further
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@ -1,13 +1,13 @@
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precision highp float;
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varying vec2 uv;
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varying vec3 toLightVector[5];
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varying vec3 toLightVector[4];
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varying vec3 surfaceNormal;
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varying vec3 toCameraVector;
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uniform sampler2D texture0;
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uniform vec3 lightColor[5];
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uniform vec3 attenuation[5];
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uniform vec3 lightColor[4];
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uniform vec3 attenuation[4];
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void main() {
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float reflectivity = 0.0;
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@ -19,7 +19,7 @@ void main() {
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vec3 totalDiffuse = vec3(0.0);
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vec3 totalSpecular = vec3(0.0);
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for(int i=0;i<5;i++){
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for(int i=0;i<4;i++){
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float distance = length(toLightVector[i]);
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float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
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vec3 unitLightVector = normalize(toLightVector[i]);
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@ -7,10 +7,10 @@ attribute vec2 aTexCoords;
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uniform mat4 uModelMatrix;
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uniform mat4 uViewMatrix;
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uniform mat4 uProjectionMatrix;
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uniform vec3 lightPosition[5];
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uniform vec3 lightPosition[4];
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varying vec2 uv;
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varying vec3 toLightVector[5];
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varying vec3 toLightVector[4];
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varying vec3 surfaceNormal;
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varying vec3 toCameraVector;
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@ -60,7 +60,7 @@ void main() {
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gl_Position = uProjectionMatrix * uViewMatrix * worldPosition;
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uv = aTexCoords;
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surfaceNormal = (uModelMatrix * vec4(aNormal,0.0)).xyz;
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for(int i=0;i<5;i++){
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for(int i=0;i<4;i++){
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toLightVector[i] = lightPosition[i] - worldPosition.xyz;
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}
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toCameraVector = (inverse(uViewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
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@ -1,5 +1,5 @@
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const ENV_MAX_LIGHTS = 5
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const ENV_MAX_LIGHTS = 4
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class Light {
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constructor (pos, color, attenuation = [1.0, 0.0, 0.0]) {
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