X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=33fefe8806deb4ddfa7240c5394f1778f082d1c1;hb=c8520aa336e92f2eaf9a38c3430c608520a90324;hp=dde09c12cff45bca1a4a60fe95d6a37305404ef8;hpb=a2b0d155023ca23afe7848ae5d17e0f7bc328525;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index dde09c12..33fefe88 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -71,6 +71,12 @@ void main() } #pragma MSP stage(fragment) +struct IncomingLight +{ + vec3 direction; + vec3 color; +}; + virtual vec3 get_fragment_normal() { if(use_normal_map) @@ -79,10 +85,13 @@ virtual vec3 get_fragment_normal() return normalize(world_normal); } -virtual vec3 get_light_direction(int index) +virtual IncomingLight get_incoming_light(int index, vec3 world_pos) { vec4 light_pos = light_sources[index].position; - return normalize(light_pos.xyz-world_vertex.xyz*light_pos.w); + 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); } virtual vec3 get_environment_sample(vec3 direction, float roughness)