All_In_Wonder.cg
//TITLE: 
    //
    //	FAST_MONSTER_SHADER
 
 
 
    //DESCRIPTION:
    //	lots of tuneable params, in 1-pass, less accurate (see PURE THEORY)
 
 
 
    //TODO:
    //
    //	Alpha testing, specular level in diffuse alpha, environment lookup, ambient occlusion map, 
    //	2-texture using cheap and nice detail texturing (even for offset-maps), etc. could be still
    //	added, happy tweaking pioneers out there.
    //	Though less fast, multipass solution would allow for more instructions in 1 pass, if all
    //	the goodies listed above won't fit into 64 instuction limit of ps2.0 .
 
 
 
    //WARNING: PURE THEORY :)
    //
    //	This version has 1 defect, which is precision:
    //	Non-linear interpolation of per-vertex lightdir and eyedir(->halfangle) in vertex
    //  shader causes distortions when light is about poly-size distance from a large poly (or closer)
    //	but this is unperceptible when cam is farther (eg. in most cases).
    //	When cam approaches surface that close, shader switching is the optimal solution
    //  though that other shader being nice and accurate, is quite costy, and cannot be realized
    //  for 3 lights in 1 pass, because far more calculations (lightdir and eyedir) are in 
    //  fragment shader, and instruction count is limited to 64 in ps2.0
    //
    //	Remaining options: 
    //		- not use this precise one (aka. never let cam that close to a poly)
    //		- use a second shader like this monster, but only for 1 light, and make it
    //		  multipass (a bit slower) 
    //		  (I will try if 2 lights can be pushed below instruction count limit though
    //		   'cause there might be cases when 2 lights would be enought)
    //		- never use more than 1(maybe 2 if I can do it) lights that close, thus monster remains
    //		  an 1-pass shader, though still quite costy (about -10..-15 FPS max.)
    //
    //  (Also note that distance for attenuation is calculated at per-vertex level - attenuation
    //   can't be because it is non-linear, so remains to the frag shader, but as always, I will
    //	 try how it looks, and if you are fine with just linear attenuation, who knows? Might work
    //	 as well, and fast :)
    //
    //  (thanks for all this info on distorsion Sinbad!)
 
 
 
    //BUGS(?) AND FLAWS:
    //
    //	Ogre log complains about not being able to hand the shader all uniforms and custom
    //	parameters when running the shader with reduced parameter count
    //  - hardly effects performance or quality :) - but if you put comments ('//') into
    //	material parser before those unused params, all is perfect
    //
    //	Please report any bugs, performance bottlenecks, possible optimizations. See CONTACT.
 
 
 
    //HOW I COMPUTE THINGS (just to be consistent with techicals)
    //
    //	For this shader, I put performance over quality.
    //	This means: - NdotL, pow((NdotH),exponent))	-> no reflection vector
    //				- less accuracy when light is close to surface (see PURE THEORY on this)
    //				- attenuation has just linear component varying(k1), and is calculated in
    //				  vertex shader, and interpolated to frag shader automatically
    //				- specular exponents are the same for the 3 lights, change it if u wish
    //
    //	ALSO NOTE WELL:
    //				- I use no material light reflection coefficients, they are doing (1,1,1) to
    //				  all kinds of lights (diff, amb, spec)
    //				- diffuse texture is modulating diffuse light component only
    //				- there in no such thing as ambient light component here, just big global ambient
    //				  colour as a general environment lighting imitation
    //				- I attenuate diffuse and specular both, and only them
    //
    //				- at maximum-complexity, it does perpixel offset-mapping with modulative 
    //				  diffuse texturing, and with ambient, diffuse, and specular components,
    //				  also attenuation
    //				  Expect extensions later.
    //
    //				- Since I have only 7 texcoords in vs2.0/ps2.0, and for attenuation, I need
    //				  to pass distance to frag shader, and not calculate it there, to be fast, 
    //				  I need an 8th.
    //				  To have attenuation, I decided that it will use the slot of halfvector of
    //				  light3.
    //				  IF YOU USE ATTENUATION, YOU WON'T GET SPECULAR OF THE 3RD LIGHT!
    //				  To add, this version suffers from the precision bug (mentioned in THEORY),
    //				  so expect proper attenuation only when perpixel is proper, too.
    //				  (You might change this to let it have specular, IF it does not have diffuse,
    //				   if wish, but I believe this way is more common.
    //				   Or, do you know a situation when specular of 3rd light is needed with atten?)
    //
    //	As you see, this shader is quite efficient (mainly being 1-pass), supports 3 lights,
    //	but techniques used are quite simple.
 
 
 
    //CONTACT:
    //
    //	the name is guilderstein, email: forgamedev@yahoo.com, insert OGRE into subject please
 
 
 
    //USAGE SUGGESTIONS:
    //	
    //	PLEASE AVOID OBSCURE/ESOTERIC USAGE PARAMETERS
    //	(like OFFSET on, but ANY_TEXTURE off)
    //	I guess you will try it just to make it sweat, anyway :)
    //
    //	REQUIREMENTS: (VERY IMPORTANT FOR EFFICIENCY AND CORRECT RESULTS)
    //		1. Can be used with no lights just DIFFUSE_TEXTURE, but turn off OFFSET/NORMAL-mapping,
    //		   ATTENUATION, DIFFUSE, and SPECULAR!
    //		2. When doing OFFSET/NORMAL-mapping, leave ANY_TEXTURE and at least LIGHT0
    //		   AND DIFFUSE or SPECULAR on !
    //		3. DIFFUSE_TEXTURE needs ANY_TEXTURE on. LIGHTx needs at least DIFFUSE or SPECULAR.
    //		   DIFFUSE and SPECULAR needs LIGHTx.
    //		4. When using with fewer than 3 lights, turn off lights in this order: 2,1,0 !
    //		5. Use ATTENUATION with AT_LEAST light0 AND diffuse OR specular on !
    //		6. Due to technical constraints, using ATTENUATION means no specular from light2 !
    //		7. Try to use it with healty parameter-combos, at all time !
    //
    //
    //
    //	YOU'VE BEEN WARNED :D
    //
    //
    //
    //Tried working configs: full, full with just offset 0, full but just perpixel,
    //						 any above with less lights (not 0, see above!),
    //						 many combos with diffuse, specular, and ambient with above ones
    //						 zero lights with just texturing (good for debugging, etc.)
    //
    //						 Attenuation might have issues. No guarantee for that. Yet.
    //
    //	So shall be workin' if you keep yourself to the 6 rules above.
    //
    //	If you want to look at the code/know what happens when you turn sg. on/off, I suggest
    //	using MSVC8. Though cannot compile, and you get syntax highlighting only for C parts,
    //	it grays out unused code for you - real-time, during you write it. 
    //	Quite handy if you ask me :).
 
 
 
    //LIMITATIONS, PROS, CONTRAS, FUTURE
    //
    // The good:
    //
    //	- VERY fast, thanks to being 1 pass
    //		(in fact, when run with the same options, faster than every other shader I wrote :)
    //	- Compile time tuneable options, 1 fast shader for LOTS of scenarios.
    //	  Just reload the shader after changing some 0s to 1s in first few lines with a key
    //	  binding or anything in Ogre.
    //
    // The bad:
    //
    //	- Limited to 3 lights, and with attenuation, you mush make other restrictions, due to its
    //	  massive instruction count (read on about this)
    //	- Not exact in when lights are close to surfaces which have very few, very large polys
    //	  (though this is rare case, and you can switch it that situation to another shader)
    //
    // And the ugly:
    //
    //	- Anytime you add another feature, either new limitations arise, to keep it below instruction
    //	  count, being a ps2.0 shader (64 is way_not_enough), or
    //	- Another ugly thing: this beast needs LOTS of data to traverse between vert and frag
    //	  shaders, and bingding semantics are limited, again way_tooo_much 
    //	  (8 texcoords, 1 pos, 1 normal, few worthless extras like color)
    //	  
    // So, it can run full speed, full feature wo. attenuation. Thats the deal.
    // With atten on, you much cut it somewhere. Either set offset and ambient to 0 
    // (you can still have normal-mapping though), or use only 2 lights.
    // AND apart from that, I need another binding semantic, but I do not have any left, so light2's
    // specular is the sacrifice.
    // (again, in major number of environments, the 3rd closest lights specular contrib can be
    //  omitted, given attenuation is more important, at least I think so)
    //
    //
    // In closing, about future: more features, and 2 more versions: 1 slow but featurefull multipass
    // one, and 1 slow VERY accurate one, which you can use in front of players looking at 1 poly
    // walls.
 
 
 
    //TWEAK HERE
    //
    //	#define PER_VERTEX 1				-> TODO /?/
    //	#define SPOT_LIGHTS 1				-> TODO
    //	#define DETAIL_BUMP_TEXTURE 1		-> TODO (bump means normal map, height in alpha optional)
    //	#define DETAIL_DIFFUSE_TEXTURE 1	-> TODO
    //	#define SPECULAR_POWER_TEXTURE 1	-> TODO (stored in diffuse texture's alpha)
    //	#define ENVIRONMENT_MAPPING 1		-> TODO
    //	#define AMBIENT_OCCLUSION 1			-> TODO (modulates envir. lighting aka. ambient)
    //	#define OPACITY_TEXTURE 1			-> TODO (offset-mapped decals, for.ex)
    //
    //	Other suggestions?
 
    #define ATTENUATION 1
 
    #define ANY_TEXTURE 1
    #define DIFFUSE_TEXTURE 1
 
    #define AT_LEAST_PERPIXEL 1
    #define AT_LEAST_NORMAL_MAPPING 1
    #define OFFSET_MAPPING 1
 
    #define AMBIENT 1
    #define DIFFUSE 1
    #define SPECULAR 1
 
    #define LIGHT0 1
    #define LIGHT1 1
    #define LIGHT2 0
 
    // Helper: Expand a range-compressed vector
    float3 expand(float3 v)
    {
        return (v - 0.5) * 2;
    }
 
 
    /////////////////////////////////////////////////////////////////////////////////////////////////
    //									VERT COMES
    /////////////////////////////////////////////////////////////////////////////////////////////////
 
 
    //quite chaotic form, maybe more logical arrangement possible
    void WonderShader_Lim3_Fast_Vert
    (
             float4 position	: POSITION,
             float3 normal		: NORMAL,
             out float4 oPosition	: POSITION,
 
        #if ANY_TEXTURE
             float2 uv		: TEXCOORD0,
             out float2 oUv		: TEXCOORD0,
             uniform float scale,
        #endif
 
        #if AT_LEAST_NORMAL_MAPPING
             float3 tangent     	: TEXCOORD1,
        #elif AT_LEAST_PERPIXEL  //just normal perpixel, use texcoord7 to transmit to frag (holds eyedir in offset case)
             out float3 oNorm	: TEXCOORD7,
        #endif
             
 
    // Still in frag shader!	
    //	#if AMBIENT
    //		uniform float4 ambient,
    //		out float4 oColor	: COLOR,
    //	#endif
 
 
        #if LIGHT0
             uniform float4 lightPosition0, // object space
          #if DIFFUSE
             out float3 oLightDir0  : TEXCOORD1,
          #endif
          #if SPECULAR
             out float3 oHalfAngle0	: TEXCOORD4,
          #endif
        #endif
 
        #if LIGHT1
             uniform float4 lightPosition1, // object space
          #if DIFFUSE
             out float3 oLightDir1  : TEXCOORD2,
          #endif
          #if SPECULAR
             out float3 oHalfAngle1	: TEXCOORD5,
          #endif
        #endif
 
        #if LIGHT2
             uniform float4 lightPosition2, // object space
          #if DIFFUSE
             out float3 oLightDir2	: TEXCOORD3,
          #endif
        #endif
 
        #if ATTENUATION
          out float4 dist	: TEXCOORD6, // .x, .y, and .z is used for light distances
        #elif SPECULAR
          out float3 oHalfAngle2	: TEXCOORD6,
        #endif 
 
        #if OFFSET_MAPPING  //needs eye no matter specular
             uniform float3 eyePosition,   // object space
             out float3 oEyeDir     : TEXCOORD7,
        #elif SPECULAR	//no need to output eye, even if normal-mapping is on
             uniform float3 eyePosition,   // object space
        #endif
             
             uniform float4x4 worldviewproj 
    )
    {
        oPosition = mul(worldviewproj , position);
 
    #if ANY_TEXTURE
        oUv = uv * scale;
    #endif
 
 
    #if AT_LEAST_NORMAL_MAPPING	
        float3 binormal = cross(tangent, normal);
        float3x3 rotation = float3x3(tangent, binormal, normal);
    #elif AT_LEAST_PERPIXEL
        oNorm = normal;
    #endif
 
 
    #if OFFSET_MAPPING	//no matter specular, I need eye for offsetting
        float3 eyeDir = eyePosition - position.xyz;
        eyeDir = normalize(mul(rotation, eyeDir));
        oEyeDir = eyeDir;
    #elif SPECULAR	//I need eye only if specular other than offset, plus no eye output now
        float3 eyeDir = normalize(eyePosition - position.xyz);
      #if AT_LEAST_NORMAL_MAPPING  //eye needs adjustment if normal-mapping
        eyeDir = normalize(mul(rotation, eyeDir));
      #endif
    #endif
 
    //if DIFFUSE is commented out, we only need temp_lightDirX for oHalfAngle
    //and if both DIFFUSE and SPECULAR is out, we shall not calculate any lighting
    #if LIGHT0
      #if ATTENUATION
        float3 temp_lightDir0 = lightPosition0.xyz -  (position * lightPosition0.w);
        dist.x = length(temp_lightDir0);
        temp_lightDir0 = temp_lightDir0 / dist.x; //normalize it this way
 
    //	oatten.x = 1/(atten.y + dist0*atten.z + dist0*dist0*atten.w);
            //some attenuation calc, could be faster with some approximation
            //I think at least leaving only kl component
      #else
        float3 temp_lightDir0 = normalize(lightPosition0.xyz -  (position * lightPosition0.w));
      #endif
      #if AT_LEAST_NORMAL_MAPPING
        temp_lightDir0 = normalize(mul(rotation, temp_lightDir0));
        #if DIFFUSE
          oLightDir0 = temp_lightDir0;
        #endif
      #elif DIFFUSE //just normal perpixel
        oLightDir0 = temp_lightDir0;
      #endif
 
      #if SPECULAR
        oHalfAngle0 = normalize(eyeDir + temp_lightDir0);
      #endif
 
    #endif
 
    #if LIGHT1
      #if ATTENUATION
        float3 temp_lightDir1 = lightPosition1.xyz -  (position * lightPosition1.w);
        dist.y = length(temp_lightDir1);
        temp_lightDir1 = temp_lightDir1 / dist.y; //normalize it this way
 
    //	oatten.y = 1/(atten.y + dist1*atten.z + dist1*dist1*atten.w);
            //some attenuation calc, could be faster with some approximation
            //I think at least leaving only kl component
      #else
        float3 temp_lightDir1 = normalize(lightPosition1.xyz -  (position * lightPosition1.w));
      #endif
      #if AT_LEAST_NORMAL_MAPPING
        temp_lightDir1 = normalize(mul(rotation, temp_lightDir1));
        #if DIFFUSE
          oLightDir1 = temp_lightDir1;
        #endif
      #elif DIFFUSE //just normal perpixel
        oLightDir1 = temp_lightDir1;
      #endif
 
      #if SPECULAR
        oHalfAngle1 = normalize(eyeDir + temp_lightDir1);
      #endif
 
    #endif
 
    #if LIGHT2
      #if ATTENUATION
        float3 temp_lightDir2 = lightPosition2.xyz -  (position * lightPosition2.w);
        dist.z = length(temp_lightDir2);
        temp_lightDir2 = temp_lightDir2 / dist.z; //normalize it this way
 
    //	oatten.z = 1/(atten.y + dist2*atten.z + dist2*dist2*atten.w);
            //some attenuation calc, could be faster with some approximation
            //I think at least leaving only kl component
      #else
        float3 temp_lightDir2 = normalize(lightPosition2.xyz -  (position * lightPosition2.w));
        #if SPECULAR
          oHalfAngle2 = normalize(eyeDir + temp_lightDir2);
        #endif
      #endif
      #if AT_LEAST_NORMAL_MAPPING
        temp_lightDir2 = normalize(mul(rotation, temp_lightDir2));
        #if DIFFUSE
          oLightDir2 = temp_lightDir2;
        #endif
      #elif DIFFUSE //just normal perpixel
        oLightDir2 = temp_lightDir2;
      #endif
    #endif
 
    }






    /////////////////////////////////////////////////////////////////////////////////////////////////
    //									FRAG COMES
    /////////////////////////////////////////////////////////////////////////////////////////////////
 
 
 
    void WonderShader_Lim3_Fast_Frag(
 
        #if DIFFUSE_TEXTURE
              uniform sampler2D diffuseMap : register(s1),
              float2 uv		: TEXCOORD0,
        #elif ANY_TEXTURE
             float2 uv		: TEXCOORD0,
        #endif
 
        #if LIGHT0
          #if DIFFUSE
             float3 LightDir0  	: TEXCOORD1,
             uniform float4 lightDiffuse0,
          #endif
          #if SPECULAR
             float3 HalfAngle0	: TEXCOORD4,
             uniform float4 lightSpecular0,
          #endif
        #endif
 
        #if LIGHT1
          #if DIFFUSE
             float3 LightDir1  	: TEXCOORD2,
             uniform float4 lightDiffuse1,
          #endif
          #if SPECULAR
             float3 HalfAngle1	: TEXCOORD5,
             uniform float4 lightSpecular1,
          #endif
        #endif
 
        #if LIGHT2
          #if DIFFUSE
             float3 LightDir2	: TEXCOORD3,
             uniform float4 lightDiffuse2,
          #endif
        #endif
             
        #if OFFSET_MAPPING
             float3 EyeDir     	: TEXCOORD7,
             uniform float4 scaleBias,
             uniform sampler2D   normalHeightMap : register(s0),
        #elif AT_LEAST_NORMAL_MAPPING
              uniform sampler2D   normalHeightMap : register(s0),
        #elif AT_LEAST_PERPIXEL	//no normal-mapping, use standard normal, in eyedir's place
             float3 normalvec		: TEXCOORD7,
        #endif
 
        #if SPECULAR
            uniform float exponent0,
    //		uniform float exponent1,
    //		uniform float exponent2,
        #endif
 
        #if AMBIENT
            uniform float4 ambient,
        #endif
 
        #if ATTENUATION	//if on, supposed to have light0 on as well!
            float4 dist		: TEXCOORD6,
            uniform float4 atten0,
          #if LIGHT1
            uniform float4 atten1,
          #endif
          #if LIGHT2
            uniform float4 atten2,
          #endif
        #elif SPECULAR
          #if LIGHT2
             float3 HalfAngle2	: TEXCOORD6,
             uniform float4 lightSpecular2,
          #endif
        #endif
 
            out float4 oColor	: COLOR
        )
    {
    #if OFFSET_MAPPING
        float height = tex2D(normalHeightMap, uv).a;
        float scale = scaleBias.x;
        float bias = scaleBias.y;
        float displacement = (height * scale) + bias;
        float3 uv2 = float3(uv, 1); 
        float2 newTexCoord = ((EyeDir * displacement) + uv2).xy;
        float3 bumpVec = expand(tex2D(normalHeightMap, newTexCoord ).xyz);
        float3 N = normalize(bumpVec);
      #if DIFFUSE_TEXTURE
        float3 diffusetex = tex2D(diffuseMap, newTexCoord).xyz; 
      #endif
    #elif AT_LEAST_NORMAL_MAPPING
        float3 bumpVec = expand(tex2D(normalHeightMap, uv).xyz);
        float3 N = normalize(bumpVec);
      #if DIFFUSE_TEXTURE
        float3 diffusetex = tex2D(diffuseMap, uv).xyz;
      #endif
    #elif AT_LEAST_PERPIXEL
        float3 N = normalize(normalvec);
      #if DIFFUSE_TEXTURE
        float3 diffusetex = tex2D(diffuseMap, uv).xyz;
      #endif
    #elif DIFFUSE_TEXTURE
        float3 diffusetex = tex2D(diffuseMap, uv).xyz;
    #endif	
 
 
    //If different exponents for different specular-lights, change 3 places here!
 
    #if LIGHT0
      #if DIFFUSE
        float NdotL0 = dot(normalize(LightDir0), N);
        #if SPECULAR //both
          float NdotH0 = dot(normalize(HalfAngle0), N);
          float4 Lit0 = lit(NdotL0,NdotH0,exponent0);
        #else //just diffuse
          float4 Lit0;
          Lit0.y = saturate(NdotL0);
        #endif
      #elif SPECULAR //just specular
        float NdotH0 = dot(normalize(HalfAngle0), N);
        float4 Lit0;
        Lit0.z = pow(saturate(NdotH0),exponent0);
      #endif
    #endif
 
    #if LIGHT1
      #if DIFFUSE
        float NdotL1 = dot(normalize(LightDir1), N);
        #if SPECULAR //both
          float NdotH1 = dot(normalize(HalfAngle1), N);
          float4 Lit1 = lit(NdotL1,NdotH1,exponent0);
        #else //just diffuse
          float4 Lit1;
          Lit1.y = saturate(NdotL1);
        #endif
      #elif SPECULAR //just specular
        float NdotH1 = dot(normalize(HalfAngle1), N);
        float4 Lit1;
        Lit1.z = pow(saturate(NdotH1),exponent0);
      #endif
    #endif
 
    #if LIGHT2
      #if DIFFUSE
        float NdotL2 = dot(normalize(LightDir2), N);
        #if SPECULAR //both
          #if !ATTENUATION
            float NdotH2 = dot(normalize(HalfAngle2), N);
            float4 Lit2 = lit(NdotL2,NdotH2,exponent0);
          #else
            float4 Lit2;
            Lit2.y = saturate(NdotL2);
          #endif
        #else //just diffuse
          float4 Lit2;
          Lit2.y = saturate(NdotL2);
        #endif
      #elif SPECULAR //just specular
        #if !ATTENUATION
          float NdotH2 = dot(normalize(HalfAngle2), N);
          float4 Lit2;
          Lit2.z = pow(saturate(NdotH2),exponent0);
        #else
          float4 Lit2;
          Lit2 = float4(1,0,0,1);
        #endif
      #endif
    #endif
 
        oColor = 
 
    #if ATTENUATION //since usage rules specify it, we have at least light0 on with at least either
                    //diffuse or specular also on !
                    // - if you want no lighting, just textures, turn attenuation off!
                    //But yes, you can have diffusetex with just specular :)
                    //Note that you can't have specular of light2 with attenuation on. See docs.
 
    // Final color formula with atten
    // oColor = atten0 * (diffusetex * lightDiffuse0 * Lit0.y + lightSpecular0 * Lit0.z)
    //		    atten1 * (diffusetex * lightDiffuse1 * Lit1.y + lightSpecular1 * Lit1.z)
    //		    atten2 * (diffusetex * lightDiffuse2 * Lit2.y + lightSpecular2 * Lit2.z)
    //		    + ambient;
 
      #if !DIFFUSE	//we start with the no diffuse just diffusetex case, here only spec is attenuated
        #if DIFFUSE_TEXTURE
          float4(diffusetex,1) +
        #endif
      #endif
 
      1/(atten0.y + atten0.z*dist.x + atten0.w*dist.x*dist.x)* (
        //we always have light0 on here, and spec0 or diffuse0 with it
      #if SPECULAR
        lightSpecular0 * Lit0.z
        #if DIFFUSE
          +
        #else //light0 has only spec, light0 done
          )
        #endif
      #endif
      #if DIFFUSE
        lightDiffuse0 * Lit0.y	//without + sign, we are good at no specular case as well
        #if DIFFUSE_TEXTURE
          * float4(diffusetex,1)) //light0 done
        #else
          ) //light0 done
        #endif
      #endif
 
      #if LIGHT1	//optional, but if we have it, we have either diff1 or spec1, difftex can be 0/1
        + 1/(atten1.y + atten1.z*dist.y + atten1.w*dist.y*dist.y) * (
        #if SPECULAR
          lightSpecular1 * Lit1.z
          #if DIFFUSE
            +
          #else //light1 has only spec, light1 done
            )
          #endif
        #endif
 
        #if DIFFUSE
          lightDiffuse1 * Lit1.y	//without + sign here, we are good at no specular case as well
          #if DIFFUSE_TEXTURE
            * float4(diffusetex,1)) //light1 done
          #else
            ) //light1 done
          #endif
        #endif
      #endif
 
      #if LIGHT2	//ditto goes for diff2, and difftex (no specular here)
        + 1/(atten2.y + atten2.z*dist.z + atten2.w*dist.z*dist.z) * (
        #if DIFFUSE
          lightDiffuse2 * Lit2.y	//without + sign here, we are good at no specular case as well
          #if DIFFUSE_TEXTURE
            * float4(diffusetex,1)) //light2 done
          #else
            ) //light2 done
          #endif
        #endif
      #endif
 
    #else
 
    // And wo. atten
    // oColor = diffusetex 
    //		    * (lightDiffuse0 * Lit0.y + lightDiffuse1 * Lit1.y + lightDiffuse2 * Lit2.y)
    //		    + lightSpecular0 * Lit0.z + lightSpecular1 * Lit1.z + lightSpecular2 * Lit2.z
    //		    + ambient;
 
      float4(0,0,0,0)	//this is needed to simplify preprocessor stuff, no FPS cost :)
 
      #if DIFFUSE_TEXTURE //at least diffuse texture, no lighting yet
          + float4(diffusetex,1)
        #if DIFFUSE //modulate texture with lighting
          *(
          #if LIGHT0
            lightDiffuse0 * Lit0.y
          #endif
          #if LIGHT1
            + lightDiffuse1 * Lit1.y
          #endif
          #if LIGHT2
            + lightDiffuse2 * Lit2.y
          #endif
          )
        #endif
      #elif DIFFUSE //just diffuse lighting, no modulation
          #if LIGHT0
            + lightDiffuse0 * Lit0.y
          #endif
          #if LIGHT1
            + lightDiffuse1 * Lit1.y
          #endif
          #if LIGHT2
            + lightDiffuse2 * Lit2.y
          #endif
      #endif
        
      #if SPECULAR
        #if LIGHT0
          + lightSpecular0 * Lit0.z
        #endif
        #if LIGHT1
          + lightSpecular1 * Lit1.z
        #endif
        #if LIGHT2  
          + lightSpecular2 * Lit2.z
        #endif
      #endif
    #endif
 
    #if AMBIENT
        + ambient
    #endif
        ;
 
 
    }
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THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.

BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.

1. Definitions

  • "Collective Work" means a work, such as a periodical issue, anthology or encyclopedia, in which the Work in its entirety in unmodified form, along with a number of other contributions, constituting separate and independent works in themselves, are assembled into a collective whole. A work that constitutes a Collective Work will not be considered a Derivative Work (as defined below) for the purposes of this License.
  • "Derivative Work" means a work based upon the Work or upon the Work and other pre-existing works, such as a translation, musical arrangement, dramatization, fictionalization, motion picture version, sound recording, art reproduction, abridgment, condensation, or any other form in which the Work may be recast, transformed, or adapted, except that a work that constitutes a Collective Work will not be considered a Derivative Work for the purpose of this License. For the avoidance of doubt, where the Work is a musical composition or sound recording, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered a Derivative Work for the purpose of this License.
  • "Licensor" means the individual or entity that offers the Work under the terms of this License.
  • "Original Author" means the individual or entity who created the Work.
  • "Work" means the copyrightable work of authorship offered under the terms of this License.
  • "You" means an individual or entity exercising rights under this License who has not previously violated the terms of this License with respect to the Work, or who has received express permission from the Licensor to exercise rights under this License despite a previous violation.
  • "License Elements" means the following high-level license attributes as selected by Licensor and indicated in the title of this License: Attribution, ShareAlike.

2. Fair Use Rights

Nothing in this license is intended to reduce, limit, or restrict any rights arising from fair use, first sale or other limitations on the exclusive rights of the copyright owner under copyright law or other applicable laws.

3. License Grant

Subject to the terms and conditions of this License, Licensor hereby grants You a worldwide, royalty-free, non-exclusive, perpetual (for the duration of the applicable copyright) license to exercise the rights in the Work as stated below:

  • to reproduce the Work, to incorporate the Work into one or more Collective Works, and to reproduce the Work as incorporated in the Collective Works;
  • to create and reproduce Derivative Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission the Work including as incorporated in Collective Works;
  • to distribute copies or phonorecords of, display publicly, perform publicly, and perform publicly by means of a digital audio transmission Derivative Works.
  • For the avoidance of doubt, where the work is a musical composition:
    • Performance Royalties Under Blanket Licenses. Licensor waives the exclusive right to collect, whether individually or via a performance rights society (e.g. ASCAP, BMI, SESAC), royalties for the public performance or public digital performance (e.g. webcast) of the Work.
    • Mechanical Rights and Statutory Royalties. Licensor waives the exclusive right to collect, whether individually or via a music rights society or designated agent (e.g. Harry Fox Agency), royalties for any phonorecord You create from the Work ("cover version") and distribute, subject to the compulsory license created by 17 USC Section 115 of the US Copyright Act (or the equivalent in other jurisdictions).
    • Webcasting Rights and Statutory Royalties. For the avoidance of doubt, where the Work is a sound recording, Licensor waives the exclusive right to collect, whether individually or via a performance-rights society (e.g. SoundExchange), royalties for the public digital performance (e.g. webcast) of the Work, subject to the compulsory license created by 17 USC Section 114 of the US Copyright Act (or the equivalent in other jurisdictions).


The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. All rights not expressly granted by Licensor are hereby reserved.

4. Restrictions

The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:

  • You may distribute, publicly display, publicly perform, or publicly digitally perform the Work only under the terms of this License, and You must include a copy of, or the Uniform Resource Identifier for, this License with every copy or phonorecord of the Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Work that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder. You may not sublicense the Work. You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Work itself to be made subject to the terms of this License. If You create a Collective Work, upon notice from any Licensor You must, to the extent practicable, remove from the Collective Work any credit as required by clause 4(c), as requested. If You create a Derivative Work, upon notice from any Licensor You must, to the extent practicable, remove from the Derivative Work any credit as required by clause 4(c), as requested.
  • You may distribute, publicly display, publicly perform, or publicly digitally perform a Derivative Work only under the terms of this License, a later version of this License with the same License Elements as this License, or a Creative Commons iCommons license that contains the same License Elements as this License (e.g. Attribution-ShareAlike 2.5 Japan). You must include a copy of, or the Uniform Resource Identifier for, this License or other license specified in the previous sentence with every copy or phonorecord of each Derivative Work You distribute, publicly display, publicly perform, or publicly digitally perform. You may not offer or impose any terms on the Derivative Works that alter or restrict the terms of this License or the recipients' exercise of the rights granted hereunder, and You must keep intact all notices that refer to this License and to the disclaimer of warranties. You may not distribute, publicly display, publicly perform, or publicly digitally perform the Derivative Work with any technological measures that control access or use of the Work in a manner inconsistent with the terms of this License Agreement. The above applies to the Derivative Work as incorporated in a Collective Work, but this does not require the Collective Work apart from the Derivative Work itself to be made subject to the terms of this License.
  • If you distribute, publicly display, publicly perform, or publicly digitally perform the Work or any Derivative Works or Collective Works, You must keep intact all copyright notices for the Work and provide, reasonable to the medium or means You are utilizing: (i) the name of the Original Author (or pseudonym, if applicable) if supplied, and/or (ii) if the Original Author and/or Licensor designate another party or parties (e.g. a sponsor institute, publishing entity, journal) for attribution in Licensor's copyright notice, terms of service or by other reasonable means, the name of such party or parties; the title of the Work if supplied; to the extent reasonably practicable, the Uniform Resource Identifier, if any, that Licensor specifies to be associated with the Work, unless such URI does not refer to the copyright notice or licensing information for the Work; and in the case of a Derivative Work, a credit identifying the use of the Work in the Derivative Work (e.g., "French translation of the Work by Original Author," or "Screenplay based on original Work by Original Author"). Such credit may be implemented in any reasonable manner; provided, however, that in the case of a Derivative Work or Collective Work, at a minimum such credit will appear where any other comparable authorship credit appears and in a manner at least as prominent as such other comparable authorship credit.

5. Representations, Warranties and Disclaimer

UNLESS OTHERWISE AGREED TO BY THE PARTIES IN WRITING, LICENSOR OFFERS THE WORK AS-IS AND MAKES NO REPRESENTATIONS OR WARRANTIES OF ANY KIND CONCERNING THE MATERIALS, EXPRESS, IMPLIED, STATUTORY OR OTHERWISE, INCLUDING, WITHOUT LIMITATION, WARRANTIES OF TITLE, MERCHANTIBILITY, FITNESS FOR A PARTICULAR PURPOSE, NONINFRINGEMENT, OR THE ABSENCE OF LATENT OR OTHER DEFECTS, ACCURACY, OR THE PRESENCE OF ABSENCE OF ERRORS, WHETHER OR NOT DISCOVERABLE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF IMPLIED WARRANTIES, SO SUCH EXCLUSION MAY NOT APPLY TO YOU.

6. Limitation on Liability.

EXCEPT TO THE EXTENT REQUIRED BY APPLICABLE LAW, IN NO EVENT WILL LICENSOR BE LIABLE TO YOU ON ANY LEGAL THEORY FOR ANY SPECIAL, INCIDENTAL, CONSEQUENTIAL, PUNITIVE OR EXEMPLARY DAMAGES ARISING OUT OF THIS LICENSE OR THE USE OF THE WORK, EVEN IF LICENSOR HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

7. Termination

  • This License and the rights granted hereunder will terminate automatically upon any breach by You of the terms of this License. Individuals or entities who have received Derivative Works or Collective Works from You under this License, however, will not have their licenses terminated provided such individuals or entities remain in full compliance with those licenses. Sections 1, 2, 5, 6, 7, and 8 will survive any termination of this License.
  • Subject to the above terms and conditions, the license granted here is perpetual (for the duration of the applicable copyright in the Work). Notwithstanding the above, Licensor reserves the right to release the Work under different license terms or to stop distributing the Work at any time; provided, however that any such election will not serve to withdraw this License (or any other license that has been, or is required to be, granted under the terms of this License), and this License will continue in full force and effect unless terminated as stated above.

8. Miscellaneous

  • Each time You distribute or publicly digitally perform the Work or a Collective Work, the Licensor offers to the recipient a license to the Work on the same terms and conditions as the license granted to You under this License.
  • Each time You distribute or publicly digitally perform a Derivative Work, Licensor offers to the recipient a license to the original Work on the same terms and conditions as the license granted to You under this License.
  • If any provision of this License is invalid or unenforceable under applicable law, it shall not affect the validity or enforceability of the remainder of the terms of this License, and without further action by the parties to this agreement, such provision shall be reformed to the minimum extent necessary to make such provision valid and enforceable.
  • No term or provision of this License shall be deemed waived and no breach consented to unless such waiver or consent shall be in writing and signed by the party to be charged with such waiver or consent.
  • This License constitutes the entire agreement between the parties with respect to the Work licensed here. There are no understandings, agreements or representations with respect to the Work not specified here. Licensor shall not be bound by any additional provisions that may appear in any communication from You. This License may not be modified without the mutual written agreement of the Licensor and You.