- return normalize(light_pos.xyz-world_vertex.xyz*light_pos.w);
-}
-
-virtual vec3 get_environment_sample(vec3 direction, float roughness)
-{
- float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);
- return textureLod(environment_map, env_world_matrix*direction, lod).rgb;
-}
-
-virtual vec3 get_reflection(vec3 normal, vec3 look)
-{
- vec3 reflect_dir = reflect(look, normal);
- return get_environment_sample(reflect_dir, 0.0);
-}
-
-virtual vec3 get_irradiance_sample(vec3 normal)
-{
- return texture(irradiance_map, env_world_matrix*normal).rgb;
+ 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);