out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
out float fog_coord = eye_vertex.z;
-
- if(use_clipping)
- {
- for(int i=0; i<max_clip_planes; ++i)
- gl_ClipDistance[i] = dot(world_vertex, clip_planes[i].equation);
- }
}
virtual void custom_transform()
}
#pragma MSP stage(fragment)
+struct IncomingLight
+{
+ vec3 direction;
+ vec3 color;
+};
+
+layout(location=0) out vec4 frag_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);
+ float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
+ return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
}
virtual vec3 get_environment_sample(vec3 direction, float roughness)