From 33ab5dffb5574e8f208b7ec216475170c9863633 Mon Sep 17 00:00:00 2001 From: taw27 Date: Thu, 31 Jul 2008 14:19:53 +0000 Subject: Match shader results to non-shader results git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@200 84d2e878-0bd5-11dd-ad15-13eda11d74c5 --- data/shaders/lighting.vert | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) (limited to 'data') diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert index 914d6ac..ad6ef27 100644 --- a/data/shaders/lighting.vert +++ b/data/shaders/lighting.vert @@ -22,10 +22,14 @@ varying vec3 col_emit; void main() { + vec3 E, L; + /* Spotlight - positional light */ - vec4 vert = gl_ModelViewMatrix * gl_Vertex; - light0vc = gl_LightSource[0].position.xyz - vert.xyz; - light0hvc = vec3(gl_LightSource[0].halfVector - vert); + vec3 vert = vec3(gl_ModelViewMatrix * gl_Vertex); + light0vc = normalize(vec3(gl_LightSource[0].position) - vert); + E = vec3(0.0, 0.0, 1.0) - vert; + L = vec3(gl_LightSource[0].position) - vert; + light0hvc = normalize(E + L); /* Diffuse "background glow" - this can be normalised only once, here, since 'position' * is really 'direction' and is the same for all vertices. */ @@ -33,7 +37,8 @@ void main() { /* Fill-in light */ light2vc = normalize(vec3(gl_LightSource[2].position)); - light2hvc = normalize(vec3(gl_LightSource[2].halfVector - vert)); + L = vec3(gl_LightSource[2].position) - vert; + light2hvc = normalize(E + L); /* Material properties */ normal = gl_NormalMatrix * gl_Normal; -- cgit v1.2.3