|
|
@ -14,7 +14,7 @@ void perLight(out vec3 ambientOut, out vec3 diffuseOut, int lightIndex, vec3 vie
|
|
|
|
diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
|
|
|
|
diffuseOut = diffuse.xyz * gl_LightSource[lightIndex].diffuse.xyz * max(dot(viewNormal.xyz, lightDir), 0.0) * illumination;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef PER_PIXEL_LIGHTING
|
|
|
|
#if PER_PIXEL_LIGHTING
|
|
|
|
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
|
|
|
|
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, float shadowing)
|
|
|
|
#else
|
|
|
|
#else
|
|
|
|
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
|
|
|
|
vec4 doLighting(vec3 viewPos, vec3 viewNormal, vec4 vertexColor, out vec3 shadowDiffuse)
|
|
|
|