Manipulating gl_LightSource[gl_MaxLights]
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Published on 2010-12-27T21:53:17Z
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webgl
The The OpenGL ® Shading Language Spec version 1.20 http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf shows the following:
struct gl_LightSourceParameters {
vec4 ambient; // Acli
vec4 diffuse; // Dcli
vec4 specular; // Scli
vec4 position; // Ppli
vec4 halfVector; // Derived: Hi
vec3 spotDirection; // Sdli
float spotExponent; // Srli
float spotCutoff; // Crli
// (range: [0.0,90.0], 180.0)
float spotCosCutoff; // Derived: cos(Crli)
// (range: [1.0,0.0],-1.0)
float constantAttenuation; // K0
float linearAttenuation; // K1
float quadraticAttenuation;// K2
};
uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];
Also, http://www.lighthouse3d.com/opengl/glsl/index.php?ogldir1 shows the following code snippets:
lightDir = normalize(vec3(gl_LightSource[0].position));
https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/doc/spec/WebGL-spec.html#5.10 shows many uniform* functions but nothing seems to deal with an array of uniform variable like gl_LightSource[0].
How do we set the gl_LightSource[0] fields in WebGL using JavaScript? For example, gl_LightSource[0].position
Thanks in advance for your help.
Note: Cross post on http://www.khronos.org/message_boards/viewtopic.php?f=43&t=3373
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