Files
2010-04-02 02:48:44 -03:00

35 lines
530 B
GLSL

/**
* @file lightFuncV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
return a;
}
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la)
{
//get light vector
vec3 lv = lp.xyz-v;
//get distance
float d = length(lv);
//normalize light vector
lv *= 1.0/d;
//distance attenuation
float da = clamp(1.0/(la * d), 0.0, 1.0);
//angular attenuation
da *= calcDirectionalLight(n, lv);
return da;
}