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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:49 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-06 11:57:49 +0000
commit74b8dae4b4d403570373dced50df8b741846ca21 (patch)
tree2cc4cf7d14174f437859de633443a647ea0a788e
parentacf1eb14767d5d7c5ffa3b2c9402ea459f4ffb42 (diff)
Introduce 'v4conv3' conversion function
General fussiness git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@212 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--data/shaders/lighting.frag9
-rw-r--r--data/shaders/lighting.vert13
2 files changed, 13 insertions, 9 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag
index d3e3534..a9febe4 100644
--- a/data/shaders/lighting.frag
+++ b/data/shaders/lighting.frag
@@ -18,6 +18,9 @@ varying float light0dist;
varying vec3 light1vc;
varying vec3 light2vc;
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
+
uniform sampler2D texture;
uniform sampler2D normalmap;
@@ -27,9 +30,6 @@ uniform bool texture_enabled;
uniform bool texture_emits;
uniform float alpha;
-varying vec3 col_ambi_diff;
-varying vec3 col_emit;
-
void main() {
vec3 ambi;
@@ -49,7 +49,7 @@ void main() {
/* Emission */
emit = col_emit;
-
+
if ( fill_light_enabled ) {
/* Light 2: Fill-in light for lander */
@@ -77,7 +77,6 @@ void main() {
E = normalize(-pos);
R = normalize(-reflect(light0vc, norm));
-
spec_fac = pow(max(0.0, dot(R, E)), 80.0);
spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * spec_fac;
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index 59d026d..0178530 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -21,26 +21,31 @@ varying vec3 light2vc;
varying vec3 col_ambi_diff;
varying vec3 col_emit;
+vec3 v4conv3(vec4 a) {
+ vec4 div = a/a.w;
+ return div.xyz;
+}
+
void main() {
vec4 vert;
vec3 vert_to_light;
vert = gl_ModelViewMatrix * gl_Vertex;
- pos = vec3(vert);
+ pos = v4conv3(vert);
normal = gl_NormalMatrix * gl_Normal;
/* Spotlight - positional light */
- vert_to_light = vec3(gl_LightSource[0].position - vert);
+ vert_to_light = v4conv3(gl_LightSource[0].position - vert);
light0dist = length(vert_to_light);
light0vc = normalize(vert_to_light);
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
- light1vc = normalize(vec3(gl_LightSource[1].position));
+ light1vc = normalize(v4conv3(gl_LightSource[1].position));
/* Fill-in light */
- light2vc = normalize(vec3(gl_LightSource[2].position));
+ light2vc = normalize(v4conv3(gl_LightSource[2].position));
/* Material properties */
col_ambi_diff = gl_Color.rgb;