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authorHampusM <hampus@hampusmat.com>2024-05-23 20:22:08 +0200
committerHampusM <hampus@hampusmat.com>2024-05-23 20:53:25 +0200
commit638c775707240d365432ed910a88a3cbf545a130 (patch)
treef8656d0ff8c7074764fab353c81b02f449c6e3fe /engine/light.glsl
parenteb270458de24c7346adc1ab0a4fe1c409a2008ae (diff)
refactor(engine): pass vertex data as struct to calc_point_light
Diffstat (limited to 'engine/light.glsl')
-rw-r--r--engine/light.glsl18
1 files changed, 9 insertions, 9 deletions
diff --git a/engine/light.glsl b/engine/light.glsl
index 9f51237..92d3ec3 100644
--- a/engine/light.glsl
+++ b/engine/light.glsl
@@ -3,6 +3,8 @@
#ifndef LIGHT_GLSL
#define LIGHT_GLSL
+#preinclude "vertex_data.glsl"
+
struct Material
{
vec3 ambient;
@@ -88,22 +90,20 @@ float calc_attenuation(in PointLight point_light, in vec3 position)
vec3 calc_point_light(
in PointLight light,
- in vec3 frag_pos,
- in vec3 normal,
- in vec2 texture_coords,
+ in VertexData vertex_data,
in vec3 view_pos,
in Material material
)
{
- vec3 light_direction = normalize(light.position - frag_pos);
- vec3 norm = normalize(normal);
+ vec3 light_direction = normalize(light.position - vertex_data.world_space_pos);
+ vec3 norm = normalize(vertex_data.world_space_normal);
vec3 diffuse_light = calc_diffuse_light(
material,
light.phong,
light_direction,
norm,
- texture_coords
+ vertex_data.texture_coords
);
vec3 specular_light = calc_specular_light(
@@ -112,11 +112,11 @@ vec3 calc_point_light(
light_direction,
norm,
view_pos,
- frag_pos,
- texture_coords
+ vertex_data.world_space_pos,
+ vertex_data.texture_coords
);
- float attenuation = calc_attenuation(light, frag_pos);
+ float attenuation = calc_attenuation(light, vertex_data.world_space_pos);
diffuse_light *= attenuation;
specular_light *= attenuation;