X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;ds=sidebyside;f=shaderlib%2Flighting.glsl;fp=shaderlib%2Flighting.glsl;h=762eb493fe3396839b0cbb42d5ed9f4c47348554;hb=e196a09d1df1e8504ff037d1701b7159c4f04e84;hp=0000000000000000000000000000000000000000;hpb=7c797f8445ab02381e358472755e94e5c5125252;p=libs%2Fgl.git diff --git a/shaderlib/lighting.glsl b/shaderlib/lighting.glsl new file mode 100644 index 00000000..762eb493 --- /dev/null +++ b/shaderlib/lighting.glsl @@ -0,0 +1,33 @@ +struct LightSourceParameters +{ + vec4 position; + vec3 color; + int type; + vec3 attenuation; +}; + +const int max_lights = 6; +layout(set=0) uniform Lighting +{ + LightSourceParameters light_sources[max_lights]; + vec4 ambient_color; + vec4 fog_color; + //float fog_start_distance; + float fog_density; +}; + +#pragma MSP stage(fragment) +struct IncomingLight +{ + vec3 direction; + vec3 color; +}; + +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); + 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); +}