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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-07-31 18:33:52 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-07-31 18:33:52 +0000
commite9a81bde4f1a0f6ba345ea3cb4a4fedeaa206087 (patch)
tree6eba47aa9e8c77c8c2a0d2fe9eddaab8b5aaf4ff
parent16a04f0160578db97752cb06c1f3722013e57046 (diff)
Move things around. Specular lighting still not quite right...
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@202 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--data/shaders/lighting.vert17
1 files changed, 9 insertions, 8 deletions
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index ad6ef27..d6c9bd4 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -22,14 +22,17 @@ varying vec3 col_emit;
void main() {
+ vec4 vert;
vec3 E, L;
+ vert = gl_ModelViewMatrix * gl_Vertex;
+ normal = gl_NormalMatrix * gl_Normal;
+ E = vec4(0.0, 0.0, 1.0, 0.0) - vert;
+
/* Spotlight - positional light */
- 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);
+ light0vc = vec3(gl_LightSource[0].position - vert);
+ light0hvc = normalize(E + light0hvc);
+ light0vc = normalize(light0vc);
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
@@ -37,11 +40,9 @@ void main() {
/* Fill-in light */
light2vc = normalize(vec3(gl_LightSource[2].position));
- L = vec3(gl_LightSource[2].position) - vert;
- light2hvc = normalize(E + L);
+ light2hvc = normalize(E + light2vc);
/* Material properties */
- normal = gl_NormalMatrix * gl_Normal;
col_ambi_diff = gl_Color.rgb;
col_emit = gl_FrontMaterial.emission.rgb;