#include "Defines.hlsli" DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord) { DiffSpec output; float4 normalSpec = NormalSpec[texCoord]; float3 lightVec = pl.PosRadius.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(d-pl.PosRadius.w,0)/pow(pl.PosRadius.w,2)); //fix Ilum calcs instead of PhongBlinn output.Diffuse = pl.ColorBright.w * att * diffFactor * pl.ColorBright.xyz; output.Specular = pl.ColorBright.w * att * specFactor * pl.ColorBright.xyz; if(diffFactor == 0) output.Specular * 0; return output; }