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#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
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