/** * @file lightV.glsl * * Copyright (c) 2007-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLight(vec3 n, vec3 l); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { vec4 col; col.a = color.a; col.rgb = gl_LightModel.ambient.rgb + baseLight.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; }