X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=b393b2a0daf2d7e0398a348b60eb4d9753ad2f47;hb=d4b030f46c3a643e813cf31e3faa2b4f3662a160;hp=dd8ac11f2564642078f9360aef97317e79b07497;hpb=641e5ebbda682a6df6f84a4627e3728dbcef3683;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index dd8ac11f..b393b2a0 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -38,7 +38,7 @@ void standard_transform() mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); - vec4 world_vertex = vertex_tf*get_vertex_position(); + out vec4 world_vertex = vertex_tf*get_vertex_position(); vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; @@ -50,8 +50,6 @@ void standard_transform() vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); - out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w; - out float fog_coord = eye_vertex.z; if(use_clipping) @@ -83,6 +81,12 @@ virtual vec3 get_fragment_normal() return normalize(world_normal); } +virtual vec3 get_light_direction(int index) +{ + vec4 light_pos = light_sources[index].position; + 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);