}
#pragma MSP stage(fragment)
+struct IncomingLight
+{
+ vec3 direction;
+ vec3 color;
+};
+
virtual vec3 get_fragment_normal()
{
if(use_normal_map)
return normalize(world_normal);
}
-virtual vec3 get_light_direction(int index)
+virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
{
vec4 light_pos = light_sources[index].position;
- return normalize(light_pos.xyz-world_vertex.xyz*light_pos.w);
+ vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
+ float d = length(rel_pos);
+ return IncomingLight(rel_pos/d, light_sources[index].color);
}
virtual vec3 get_environment_sample(vec3 direction, float roughness)