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/**
* @file lightFuncSpecularV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
float calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
return a;
}
float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
{
return pow(max(dot(reflect(view, n),l), 0.0),8.0);
}
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da)
{
specular.rgb += calcDirectionalSpecular(view,n,l)*lightCol*da;
return max(dot(n,l),0.0);
}
vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol)
{
//get light vector
vec3 lv = l-v;
//get distance
float d = length(lv);
//normalize light vector
lv *= 1.0/d;
//distance attenuation
float da = clamp(1.0/(r * d), 0.0, 1.0);
//angular attenuation
da *= calcDirectionalLightSpecular(specular, view, n, lv, lightCol, da);
return da*lightCol;
}
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