- 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)
+ {
+ 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;
+ }