module.exports = [ '#define SHADER_NAME PHASER_LIGHT_FS', '', 'precision mediump float;', '', 'struct Light', '{', ' vec2 position;', ' vec3 color;', ' float intensity;', ' float radius;', '};', '', 'const int kMaxLights = %LIGHT_COUNT%;', '', 'uniform vec4 uCamera; /* x, y, rotation, zoom */', 'uniform vec2 uResolution;', 'uniform sampler2D uMainSampler;', 'uniform sampler2D uNormSampler;', 'uniform vec3 uAmbientLightColor;', 'uniform Light uLights[kMaxLights];', 'uniform mat3 uInverseRotationMatrix;', '', 'varying vec2 outTexCoord;', 'varying vec4 outTint;', '', 'void main()', '{', ' vec3 finalColor = vec3(0.0, 0.0, 0.0);', ' vec4 color = texture2D(uMainSampler, outTexCoord) * vec4(outTint.bgr * outTint.a, outTint.a);', ' vec3 normalMap = texture2D(uNormSampler, outTexCoord).rgb;', ' vec3 normal = normalize(uInverseRotationMatrix * vec3(normalMap * 2.0 - 1.0));', ' vec2 res = vec2(min(uResolution.x, uResolution.y)) * uCamera.w;', '', ' for (int index = 0; index < kMaxLights; ++index)', ' {', ' Light light = uLights[index];', ' vec3 lightDir = vec3((light.position.xy / res) - (gl_FragCoord.xy / res), 0.1);', ' vec3 lightNormal = normalize(lightDir);', ' float distToSurf = length(lightDir) * uCamera.w;', ' float diffuseFactor = max(dot(normal, lightNormal), 0.0);', ' float radius = (light.radius / res.x * uCamera.w) * uCamera.w;', ' float attenuation = clamp(1.0 - distToSurf * distToSurf / (radius * radius), 0.0, 1.0);', ' vec3 diffuse = light.color * diffuseFactor;', ' finalColor += (attenuation * diffuse) * light.intensity;', ' }', '', ' vec4 colorOutput = vec4(uAmbientLightColor + finalColor, 1.0);', '', ' gl_FragColor = color * vec4(colorOutput.rgb * colorOutput.a, colorOutput.a);', '}', '' ].join('\n');