aboutsummaryrefslogtreecommitdiff
path: root/data/shaders/lighting.vert
diff options
context:
space:
mode:
Diffstat (limited to 'data/shaders/lighting.vert')
-rw-r--r--data/shaders/lighting.vert15
1 files changed, 10 insertions, 5 deletions
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index 914d6ac..d9306e6 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -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;
@@ -22,10 +23,15 @@ varying vec3 col_emit;
void main() {
+ vec4 vert;
+
+ vert = gl_ModelViewMatrix * gl_Vertex;
+ pos = vert.xyz;
+ normal = gl_NormalMatrix * gl_Normal;
+
/* Spotlight - positional light */
- vec4 vert = gl_ModelViewMatrix * gl_Vertex;
- light0vc = gl_LightSource[0].position.xyz - vert.xyz;
- light0hvc = vec3(gl_LightSource[0].halfVector - vert);
+ light0vc = gl_LightSource[0].position.xyz - vert.xyz; /* Don't normalise here */
+ light0half = normalize(normalize(light0vc) + normalize(-vert.xyz));
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
@@ -36,7 +42,6 @@ void main() {
light2hvc = normalize(vec3(gl_LightSource[2].halfVector - vert));
/* Material properties */
- normal = gl_NormalMatrix * gl_Normal;
col_ambi_diff = gl_Color.rgb;
col_emit = gl_FrontMaterial.emission.rgb;