layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_image_based_lighting = false;
-const float PI = 3.1415926535;
-
#pragma MSP stage(fragment)
virtual vec4 get_base_color()
{
vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
{
- vec3 light = normalize(world_light_dir);
-
- float shadow = get_shadow_factor(0);
- vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow;
+ vec3 color = vec3(0.0);
+ for(int i=0; i<max_lights; ++i)
+ if(light_sources[i].type!=0)
+ {
+ vec3 light = get_light_direction(i);
+ float shadow = get_shadow_factor(i);
+ color += cooktorrance_one_light_direct(normal, look, light, light_sources[i].color, base_color, metalness, roughness)*shadow;
+ }
color += cooktorrance_environment(normal, look, base_color, metalness, roughness);