X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=03cfd5af7c62a610a815a031c64abf5f7a4f6772;hb=b4fe073653da9e27bf486b1b4366fe44b6138bb4;hp=4d6112d9f2b37a58127f6a5330837b5b55973217;hpb=4d276c9b986b111611b8396f94dae56dbe736387;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 4d6112d9..03cfd5af 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -77,6 +77,8 @@ struct IncomingLight vec3 color; }; +layout(location=0) out vec4 frag_color; + virtual vec3 get_fragment_normal() { if(use_normal_map) @@ -90,7 +92,8 @@ virtual IncomingLight get_incoming_light(int index, vec3 world_pos) vec4 light_pos = light_sources[index].position; vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w; float d = length(rel_pos); - return IncomingLight(rel_pos/d, light_sources[index].color); + 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); } virtual vec3 get_environment_sample(vec3 direction, float roughness)