diff options
-rw-r--r-- | data/shaders/lighting.vert | 13 | ||||
-rw-r--r-- | src/render.c | 4 |
2 files changed, 12 insertions, 5 deletions
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; diff --git a/src/render.c b/src/render.c index 0d3f7fa..bd4ef60 100644 --- a/src/render.c +++ b/src/render.c @@ -213,6 +213,8 @@ RenderContext *render_setup(int width, int height, int disable_vbos, int disable glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); + if ( r->fbos ) { /* FBO for rendering swirlyness */ @@ -482,7 +484,7 @@ static void render_setup_lighting(Game *game) { /* A fill-in light, only used on its own, to light the lander craft itself */ glLightfv(GL_LIGHT2, GL_AMBIENT, ambient); /* Initialised to zero above */ - pos[0] = -1.0; pos[1] = 0.8; pos[2] = 4.0; pos[3] = 0.0; + pos[0] = 0.0; pos[1] = 0.0; pos[2] = 4.0; pos[3] = 0.0; glLightfv(GL_LIGHT2, GL_POSITION, pos); diffuse[0] = 0.3; diffuse[1] = 0.3; diffuse[2] = 0.3; diffuse[3] = 1.0; glLightfv(GL_LIGHT2, GL_DIFFUSE, diffuse); |