14 lines
386 B
GLSL
14 lines
386 B
GLSL
#ifndef LIGHTING_GLSL_
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#define LIGHTING_GLSL_
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float calc_torch_light(vec3 normal, vec3 modelpos) {
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos) / u_torchlightDistance)
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* max(0.0, -dot(normal, normalize(modelpos - u_cameraPos)));
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}
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vec3 calc_screen_normal(vec3 normal) {
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return transpose(inverse(mat3(u_view * u_model))) * normal;
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}
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#endif // LIGHTING_GLSL_
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