/** * @file sumLightsV.glsl * * Copyright (c) 2005-$CurrentYear$, Linden Research, Inc. * $License$ */ float calcDirectionalLight(vec3 n, vec3 l); vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { vec4 col; col.a = color.a; col.rgb = gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); col.rgb = scaleDownLight(col.rgb); col.rgb += atmosAmbient(baseLight.rgb); col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz)); col.rgb = min(col.rgb*color.rgb, 1.0); return col; }