Warzywo

06-08-2008, 02:06 AM

Hi, i'm trying to write point light shader, as listed.

When i use the light vector:

L = vec3(gl_LightSource[0].position - V4);

the position comes from GL_LIGHT and it's already in eye-space.

And thats fine - it works correctly, but what i need is the

light position passed as vec4 vector, for example vec4(5,5,5,1).

What exactly transformations do I need to use to make vec4 behave

like GL_LIGHT position ?

please help me :)

void main(void)

{

vec3 camPos = vec3(100,20,100);

vec3 L,R,H,C,Cx,S,V,N;

vec4 diff,spec,V4,L4;

vec4 color = gl_FrontLightModelProduct.sceneColor;

float diffuse, specular, d ,att;

C = vec3(0.0,0.0,1.0);

vec4 parameter[2];

parameter[0] = vec4(5,5,5,1);

parameter[1] = vec4(1,1,1,0);

gl_FrontColor = vec4(0.0);

//V4 = gl_Vertex;

N = normalize(gl_NormalMatrix * gl_Normal);

//N = normalize(gl_Normal);

N = N * gl_NormalScale;

//V4 = gl_ModelViewMatrix * gl_Vertex;

V4 = gl_ModelViewMatrix * gl_Vertex;

//N = normalize(gl_Normal);

vec4 position = vec4(parameter[0]);

specular = 0.0;

//L = normalize(vec3(gl_ModelViewMatrix * vec4(parameter[i].xyz,1.0)));

L = vec3(gl_LightSource[0].position - V4);

//L = vec3(position - V4);

//Cx = -normalize(V);

L = normalize(L);

diffuse = max(0.0,dot(N,L));

H = normalize(L + C);

if(diffuse > 0.0)

specular = pow(max(0.0,dot(N,H)),gl_FrontMaterial.shininess);

diff = vec4(parameter[1].xyz,0.0) * diffuse;

spec = vec4(parameter[1].xyz,0.0) * specular;

color += diff * gl_FrontMaterial.diffuse + spec * gl_FrontMaterial.specular;

gl_FrontColor = color;

gl_Position = ftransform();

}

When i use the light vector:

L = vec3(gl_LightSource[0].position - V4);

the position comes from GL_LIGHT and it's already in eye-space.

And thats fine - it works correctly, but what i need is the

light position passed as vec4 vector, for example vec4(5,5,5,1).

What exactly transformations do I need to use to make vec4 behave

like GL_LIGHT position ?

please help me :)

void main(void)

{

vec3 camPos = vec3(100,20,100);

vec3 L,R,H,C,Cx,S,V,N;

vec4 diff,spec,V4,L4;

vec4 color = gl_FrontLightModelProduct.sceneColor;

float diffuse, specular, d ,att;

C = vec3(0.0,0.0,1.0);

vec4 parameter[2];

parameter[0] = vec4(5,5,5,1);

parameter[1] = vec4(1,1,1,0);

gl_FrontColor = vec4(0.0);

//V4 = gl_Vertex;

N = normalize(gl_NormalMatrix * gl_Normal);

//N = normalize(gl_Normal);

N = N * gl_NormalScale;

//V4 = gl_ModelViewMatrix * gl_Vertex;

V4 = gl_ModelViewMatrix * gl_Vertex;

//N = normalize(gl_Normal);

vec4 position = vec4(parameter[0]);

specular = 0.0;

//L = normalize(vec3(gl_ModelViewMatrix * vec4(parameter[i].xyz,1.0)));

L = vec3(gl_LightSource[0].position - V4);

//L = vec3(position - V4);

//Cx = -normalize(V);

L = normalize(L);

diffuse = max(0.0,dot(N,L));

H = normalize(L + C);

if(diffuse > 0.0)

specular = pow(max(0.0,dot(N,H)),gl_FrontMaterial.shininess);

diff = vec4(parameter[1].xyz,0.0) * diffuse;

spec = vec4(parameter[1].xyz,0.0) * specular;

color += diff * gl_FrontMaterial.diffuse + spec * gl_FrontMaterial.specular;

gl_FrontColor = color;

gl_Position = ftransform();

}