diff options
Diffstat (limited to 'data/shaders/lighting.frag')
-rw-r--r-- | data/shaders/lighting.frag | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/data/shaders/lighting.frag b/data/shaders/lighting.frag index 1bc0afd..39caf72 100644 --- a/data/shaders/lighting.frag +++ b/data/shaders/lighting.frag @@ -9,10 +9,11 @@ * */ +varying vec3 pos; varying vec3 normal; varying vec3 light0vc; -varying vec3 light0hvc; +varying vec3 light0half; varying vec3 light1vc; varying vec3 light2vc; varying vec3 light2hvc; @@ -61,22 +62,26 @@ void main() { } else { /* Spotlight (light 0) - positional, spotlight */ - float falloff; - float spot; - float ndothv; + float falloff, spot; + float spec_fac; + vec3 L, E, R; - falloff = 1/ ( gl_LightSource[0].constantAttenuation + falloff = 1.0 / ( gl_LightSource[0].constantAttenuation + gl_LightSource[0].linearAttenuation * length(light0vc) + gl_LightSource[0].quadraticAttenuation * pow(length(light0vc), 2.0) ); spot = max(dot(normalize(-light0vc), gl_LightSource[0].spotDirection), 0.0); spot = pow(spot, gl_LightSource[0].spotExponent); - ndothv = max(dot(norm, normalize(light0hvc)), 0.0); + L = normalize(gl_LightSource[0].position.xyz - pos); + E = normalize(-pos); + R = normalize(-reflect(L, norm)); + + spec_fac = max(0.0, dot(R, E)); diff += col_ambi_diff * gl_LightSource[0].diffuse.rgb * spot * falloff * max(dot(normalize(light0vc).xyz, norm), 0.0); - spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(ndothv, 80.0); + spec += vec3(1.0, 1.0, 1.0) * gl_LightSource[0].specular.rgb * spot * falloff * pow(spec_fac, 80.0); /* Background glow (light 1) - diffuse only, directional */ diff += col_ambi_diff * gl_LightSource[1].diffuse.rgb * max(dot(vec3(light1vc), norm), 0.0); |