]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/common.glsl
Some refactoring of light calculations in shaders
[libs/gl.git] / shaderlib / common.glsl
index b393b2a0daf2d7e0398a348b60eb4d9753ad2f47..4d6112d9f2b37a58127f6a5330837b5b55973217 100644 (file)
@@ -57,8 +57,6 @@ void standard_transform()
                for(int i=0; i<max_clip_planes; ++i)
                        gl_ClipDistance[i] = dot(world_vertex, clip_planes[i].equation);
        }
-
-       shadow_transform(world_vertex);
 }
 
 virtual void custom_transform()
@@ -73,6 +71,12 @@ void main()
 }
 
 #pragma MSP stage(fragment)
+struct IncomingLight
+{
+       vec3 direction;
+       vec3 color;
+};
+
 virtual vec3 get_fragment_normal()
 {
        if(use_normal_map)
@@ -81,10 +85,12 @@ 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);
+       return IncomingLight(rel_pos/d, light_sources[index].color);
 }
 
 virtual vec3 get_environment_sample(vec3 direction, float roughness)