- return texture(environment_map, direction);
-}
-
-virtual vec3 get_reflection(vec3 normal, vec3 look)
-{
- vec3 reflect_dir = reflect(look, normal);
- if(use_normal_map)
- reflect_dir = eye_tbn_matrix*reflect_dir;
-
- return get_environment_sample(env_eye_matrix*reflect_dir).rgb;
+ vec4 light_pos = light_sources[index].position;
+ 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);