/** * @file lightV.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ 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; }