#include "Defines.hlsli" DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord) { DiffSpec output; float4 normalSpec = NormalSpec[texCoord]; float4 LPos = mul(View, float4(pl.Pos, 1)); float3 lightVec = LPos.xyz - pos.xyz; float d = length(lightVec); lightVec = lightVec/d; float diffFactor = max(dot(lightVec, normalSpec.xyz), 0.0f); float3 v = reflect(-lightVec, normalSpec.xyz); float specFactor = pow(max(dot(v,normalize(-pos)), 0.0f),normalSpec.w); //Check att later float att = max( 0, 1 - (d / pl.Radius)); //fix Ilum calcs instead of PhongBlinn output.Diffuse = pl.Bright * att * diffFactor * pl.Color; output.Specular = pl.Bright * att * specFactor * pl.Color; if(diffFactor == 0) output.Specular * 0; if(d > pl.Radius) { output.Diffuse = float4(0,0,0,1); output.Specular = float4(0,0,0,1); } return output; }