- 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;
+ IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+ float shadow = get_shadow_factor(i, world_vertex);
+ color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow;