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/**
* @file lightV.glsl
*
* Copyright (c) 2007-$CurrentYear$, Linden Research, Inc.
* $License$
*/
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;
}
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