vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
{
- vec3 light = normalize(world_light_dir);
-
vec3 color = phong_ambient(surface_diffuse);
- float shadow = get_shadow_factor(0);
- color += phong_one_light(light, normal, look, light_sources[0].color, surface_diffuse, surface_specular, shininess)*shadow;
+ 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 += phong_one_light(light, normal, look, light_sources[i].color, surface_diffuse, surface_specular, shininess)*shadow;
+ }
if(use_emission)
color += get_emission_color();