]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/cooktorrance.glsl
Split the Light class into subclasses by light type
[libs/gl.git] / shaderlib / cooktorrance.glsl
index 71f8ec76c8df64046cd3a2a70e46742b5f23aa87..f441a6d392088fe05f8152dc3430d2de1b701c3a 100644 (file)
@@ -30,8 +30,6 @@ layout(constant_id=auto) const bool use_emission = false;
 layout(constant_id=auto) const bool use_emission_map = false;
 layout(constant_id=auto) const bool use_image_based_lighting = false;
 
-const float PI = 3.1415926535;
-
 #pragma MSP stage(fragment)
 virtual vec4 get_base_color()
 {
@@ -153,10 +151,14 @@ vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float met
 
 vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
 {
-       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)
+               {
+                       vec3 light = get_light_direction(i);
+                       float shadow = get_shadow_factor(i);
+                       color += cooktorrance_one_light_direct(normal, look, light, light_sources[i].color, base_color, metalness, roughness)*shadow;
+               }
 
        color += cooktorrance_environment(normal, look, base_color, metalness, roughness);