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@@ -53,8 +53,8 @@ vec3 in_Light2_diffuse = vec3(0.4, 0.4, 1.0); |
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//Cube Light |
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vec4 in_Light3_Pos = vec4(-10.0, 10.0, 5.0, 1.0); |
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vec3 in_Light3_Size_Inner = vec3(1.0, 1.0, 1.0); |
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vec3 in_Light3_Size_Outer = vec3(10.0, 10.0, 10.0); |
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vec3 in_Light3_Size_Inner = vec3(3.0, 1.0, 3.0); |
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vec3 in_Light3_Size_Outer = vec3(15.0, 15.0, 15.0); |
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vec3 in_Light3_diffuse = vec3(0.4, 1.0, 0.4); |
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void main(void) |
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@@ -116,8 +116,12 @@ void main(void) |
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sdotn = 1.0; |
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else |
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{ |
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new_LightDir = (in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz; |
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sdotn = max(dot(normalize(new_LightDir), pass_TNormal), 0.0); |
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new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); |
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sdotn = max(dot(new_LightDir, pass_TNormal), 0.0); |
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r = reflect(-new_LightDir, pass_TNormal); |
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if (sdotn > 0.0 && light_radius_mod > 0.0) |
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specular += specular_color * min(specular_reflect, light_radius_mod) |
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* pow(max(dot(r, v), 0.0), specular_power); |
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} |
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diffuse += in_Light3_diffuse * min(sdotn, light_radius_mod); |
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//---------- |
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