#ifndef mgl_lightdef_glsl #define mgl_lightdef_glsl struct mgl_LightModelParameters { vec4 ambient; }; struct mgl_LightSourceParameters { vec4 ambient; vec4 diffuse; vec4 specular; vec4 position; // vec4 halfVector; // is computed here vec3 spotDirection; float spotExponent; float spotCutoff; // (range: [0.0,90.0], 180.0) //float spotCosCutoff; // (range: [1.0,0.0],-1.0) float constantAttenuation; float linearAttenuation; float quadraticAttenuation; }; struct mgl_MaterialParameters { vec4 ambient; vec4 diffuse; vec4 specular; vec4 emission; float shininess; }; #endif // mgl_lightdef_glsl