diff options
Diffstat (limited to 'data/shaders/lighting.vert')
-rw-r--r-- | data/shaders/lighting.vert | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert index 7f9d606..59d026d 100644 --- a/data/shaders/lighting.vert +++ b/data/shaders/lighting.vert @@ -9,13 +9,14 @@ * */ +varying vec3 pos; varying vec3 normal; varying vec3 light0vc; -varying vec3 light0hvc; +varying float light0dist; + varying vec3 light1vc; varying vec3 light2vc; -varying vec3 light2hvc; varying vec3 col_ambi_diff; varying vec3 col_emit; @@ -23,16 +24,16 @@ varying vec3 col_emit; void main() { vec4 vert; - vec4 E; + vec3 vert_to_light; vert = gl_ModelViewMatrix * gl_Vertex; + pos = vec3(vert); normal = gl_NormalMatrix * gl_Normal; - E = vec4(0.0, 0.0, 1.0, 0.0) - vert; /* Spotlight - positional light */ - light0vc = vec3(gl_LightSource[0].position - vert); - light0hvc = normalize(vec3(E) + light0hvc); - light0vc = normalize(light0vc); + vert_to_light = vec3(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. */ @@ -40,7 +41,6 @@ void main() { /* Fill-in light */ light2vc = normalize(vec3(gl_LightSource[2].position)); - light2hvc = normalize(vec3(E) + light2vc); /* Material properties */ col_ambi_diff = gl_Color.rgb; |