27 lines
688 B
GLSL
27 lines
688 B
GLSL
/**
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* @file lightV.glsl
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*
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* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
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* $License$
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*/
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float calcDirectionalLight(vec3 n, vec3 l);
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// Same as non-specular lighting in lightV.glsl
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vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
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{
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specularColor.rgb = vec3(0.0, 0.0, 0.0);
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vec4 col;
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col.a = color.a;
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col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb;
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col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz);
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col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
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col.rgb = min(col.rgb*color.rgb, 1.0);
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return col;
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}
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