shivanangel
06-26-2012, 10:52 AM
Dear Vizard Support,
I am trying to use your headlamp in some shader code for lighting an procedurally generated terrain.
I am using on-the-fly objects to create the terrain.
My shader is attempting to access the headlamp through gl_LightSource[0]. However, I am unsure as to what type of light the headlamp is. Is it a directional, positional or spot light?
When I attempt to access the position information from gl_LightSource[0].position I get a value that does not appear to match my actual lamp direction.
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightPos = normalize(vec3(gl_LightSource[0].position));
dotted = max( dot(normal, lightPos), 0.0 );
I am really looking for a better understanding of the headlight in Vizard and how it would be properly integrated into a shader.
I am trying to use your headlamp in some shader code for lighting an procedurally generated terrain.
I am using on-the-fly objects to create the terrain.
My shader is attempting to access the headlamp through gl_LightSource[0]. However, I am unsure as to what type of light the headlamp is. Is it a directional, positional or spot light?
When I attempt to access the position information from gl_LightSource[0].position I get a value that does not appear to match my actual lamp direction.
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec3 lightPos = normalize(vec3(gl_LightSource[0].position));
dotted = max( dot(normal, lightPos), 0.0 );
I am really looking for a better understanding of the headlight in Vizard and how it would be properly integrated into a shader.