+ vec3 vtotal = g_ambient_colour.rgb;
+
+ for( int i=0; i<g_light_count; i++ )
+ {
+ vec3 vcolour = g_light_colours[i].rgb;
+ vec3 vdir = g_light_directions[i].xyz;
+
+ float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);
+ vtotal += vcolour*flight;
+ }
+
+ return vtotal;
+}
+
+vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )
+{
+ vec3 vcolour = g_light_colours[0].rgb;
+ vec3 vdir = g_light_directions[0].xyz;
+
+ vec3 specdir = reflect( -vdir, wnormal );
+ float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);
+ return vcolour*spec*fintensity;
+}
+
+float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )
+{
+ vec3 specdir = reflect( -dir, wnormal );
+ return pow(max(dot( halfview, specdir ), 0.0), exponent);
+}
+
+vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview,
+ vec3 light_colour, vec3 light_pos )
+{
+ vec3 light_delta = (light_pos-aWorldCo) * 10.0;
+
+ float quadratic = dot(light_delta,light_delta);
+ float attenuation = 1.0f/( 1.0f + quadratic );
+ attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );
+
+ return light_colour*attenuation;
+}
+
+vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview,
+ vec3 light_colour, vec3 light_pos,
+ vec4 light_dir )
+{
+ vec3 light_delta = (light_pos-aWorldCo) * 10.0;
+
+ float quadratic = dot(light_delta,light_delta);
+ float attenuation = 1.0f/( 1.0f + quadratic );
+
+ light_delta = normalize( light_delta );
+ attenuation *= max( 0.0, dot( light_delta, wnormal ) );
+
+ float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),
+ falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );
+
+ return light_colour*attenuation*falloff;