View->spotLightPos[0] = 0.0; View->spotLightPos[1] = 1.5; View->spotLightPos[2] = 0.0; View->spotLightPos[3] = 1.0;
switch (View->lighting) { case DIR_LIGHT: // directional lighting glUniform1i (enableDirLightLoc, GL_TRUE); glUniform1i (enableSpotLightLoc, GL_FALSE); break; case SPOT_LIGHT: // spot lighting glUniform1i (enableDirLightLoc, GL_FALSE); glUniform1i (enableSpotLightLoc, GL_TRUE); break; case BOTH_LIGHTS: // use both lights glUniform1i (enableDirLightLoc, GL_TRUE); glUniform1i (enableSpotLightLoc, GL_TRUE); break; default: assert (0); }
dst[i] = mat[0+i] * v[0] + mat[3+i] * v[1] + mat[6+i] * v[2];