uniform sampler2D Texture; uniform float uAlpha; uniform int uPointLightCount; uniform vec3 uPointLightPos[4]; uniform vec3 uPointLightDir[4]; uniform vec3 uPointLightColor[4]; uniform vec2 uPointLightWorldXZ[4]; uniform vec2 uPointLightLimitXZ[4]; uniform vec3 uAmbientColor; uniform vec3 uFogColor; varying vec2 texCoord; varying float fogDistance; varying vec3 fragViewPos; varying vec3 fragNormal; varying vec2 fragWorldXZ; // cos(45 deg) = half-angle for a 90-degree full-angle spotlight const float SPOT_COS_OUTER = 0.7071; const float SPOT_COS_INNER = 0.82; // slightly tighter inner cone for smooth edge void main() { vec4 color = texture2D(Texture, texCoord); if (color.a < 0.1) discard; vec3 lighting = uAmbientColor; bool hasNormal = dot(fragNormal, fragNormal) > 0.001; vec3 N = hasNormal ? normalize(fragNormal) : vec3(0.0); for (int i = 0; i < 4; i++) { if (i >= uPointLightCount) break; vec3 lightVec = uPointLightPos[i] - fragViewPos; float dist = length(lightVec); vec3 lightDir = normalize(lightVec); // Spotlight cone: angle between the cone axis and the ray from light to fragment float cosTheta = dot(-lightDir, normalize(uPointLightDir[i])); float spotAtten = smoothstep(SPOT_COS_OUTER, SPOT_COS_INNER, cosTheta); if (spotAtten <= 0.0) continue; float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist); float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0; vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]); float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x); float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y); lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY; } color.rgb *= lighting; vec3 fogColor = uFogColor; float fogFactor = clamp((fogDistance - 15.0) / 8.0, 0.0, 1.0); color.rgb = mix(color.rgb, fogColor, fogFactor); gl_FragColor = vec4(color.rgb, color.a * uAlpha); }