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-rw-r--r--data/shaders/lighting.vert34
1 files changed, 11 insertions, 23 deletions
diff --git a/data/shaders/lighting.vert b/data/shaders/lighting.vert
index af80574..914d6ac 100644
--- a/data/shaders/lighting.vert
+++ b/data/shaders/lighting.vert
@@ -10,45 +10,33 @@
*/
varying vec3 normal;
-varying vec3 col_ambi_diff;
-varying vec3 col_emit;
varying vec3 light0vc;
-varying vec3 light0half;
-varying float light0dist;
-
+varying vec3 light0hvc;
varying vec3 light1vc;
varying vec3 light2vc;
+varying vec3 light2hvc;
-vec3 v4conv3(vec4 a) {
- vec4 div = a/(a.w);
- return div.xyz;
-}
+varying vec3 col_ambi_diff;
+varying vec3 col_emit;
void main() {
- vec4 vert;
- vec3 vert_to_light;
- vec3 vert_to_eye;
-
- vert = gl_ModelViewMatrix * gl_Vertex;
- normal = gl_NormalMatrix * gl_Normal;
-
/* Spotlight - positional light */
- vert_to_light = v4conv3(gl_LightSource[0].position - vert);
- light0dist = length(vert_to_light);
- light0vc = normalize(vert_to_light);
- vert_to_eye = v4conv3(-vert);
- light0half = normalize(normalize(vert_to_eye) + light0vc);
+ vec4 vert = gl_ModelViewMatrix * gl_Vertex;
+ light0vc = gl_LightSource[0].position.xyz - vert.xyz;
+ light0hvc = vec3(gl_LightSource[0].halfVector - vert);
/* Diffuse "background glow" - this can be normalised only once, here, since 'position'
* is really 'direction' and is the same for all vertices. */
- light1vc = normalize(v4conv3(gl_LightSource[1].position));
+ light1vc = normalize(vec3(gl_LightSource[1].position));
/* Fill-in light */
- light2vc = normalize(v4conv3(gl_LightSource[2].position));
+ light2vc = normalize(vec3(gl_LightSource[2].position));
+ 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;