/** * @file lightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * $/LicenseInfo$ */ #version 120 float calcDirectionalLight(vec3 n, vec3 l); // Same as non-specular lighting in lightV.glsl vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { specularColor.rgb = vec3(0.0, 0.0, 0.0); vec4 col; col.a = color.a; col.rgb = gl_LightModel.ambient.rgb + baseCol.rgb; col.rgb += gl_LightSource[0].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[0].position.xyz); col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = min(col.rgb*color.rgb, 1.0); return col; }