/** * @file lightFuncV.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 calcPointLight(vec3 v, vec3 n, vec4 lp, float la) { //get light vector vec3 lv = lp.xyz-v; //get distance float d = length(lv); //normalize light vector lv *= 1.0/d; //distance attenuation float da = clamp(1.0/(la * d), 0.0, 1.0); //angular attenuation da *= calcDirectionalLight(n, lv); return da; }