/** * @file sumLightsSpecularV.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) { vec4 col; col.a = color.a; vec3 view = normalize(pos); /// collect all the specular values from each calcXXXLightSpecular() function vec4 specularSum = vec4(0.0); col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLightSpecular(specularColor, view, norm, gl_LightSource[1].position.xyz, gl_LightSource[1].diffuse.rgb, 1.0); col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseCol.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, gl_LightSource[0].position.xyz,atmosGetDiffuseSunlightColor() * baseCol.a, 1.0)); col.rgb = min(col.rgb * color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0); col.rgb += specularColor.rgb; return col; }