vec4 g_water_plane;
vec4 g_depth_bounds;
float g_water_fog;
+ float g_time;
int g_light_count;
int g_light_preview;
int g_shadow_samples;
return g_ambient_colour.rgb;
}
-float newlight_compute_sun_shadow()
+float newlight_compute_sun_shadow( vec3 dir )
{
if( g_shadow_samples == 0 )
{
}
float fspread = g_light_colours[0].w;
- vec3 vdir = g_light_directions[0].xyz;
+ vec3 vdir = dir;
float flength = g_light_directions[0].w;
float famt = 0.0;
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_pos, vec3 light_colour )
+ vec3 light_colour, vec3 light_pos )
{
vec3 light_delta = (light_pos-aWorldCo) * 10.0;
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;
+}