/** * @file lightFuncSpecularV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); return a; } float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l) { return pow(max(dot(reflect(view, n),l), 0.0),8.0); } float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da) { specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da; return max(dot(n,l),0.0); } vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol) { //get light vector vec3 lv = l-v; //get distance float d = length(lv); //normalize light vector lv *= 1.0/d; //distance attenuation float da = clamp(1.0/(r * d), 0.0, 1.0); //angular attenuation da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da); return da*lightCol; }