GhGl shader respecting lights in the scene

Hi,

Could someone help me to understand how I can modify the code in the GL Mesh Shader button to respect the lights in a scene? Or am I just missing how the GL Mesh Shader works?

Thanks!

Hi,

Resources GHGL

Cheers,
BVR

GhGL grabs the lights in the display pipeline and sets them up as uniforms available in the shader

Ok, I think I understand now. Do I just need to work within those 4 light direction options? Or is there another way to override this and tell it to use the scene lights for the lighting?

edit(2):

I was able to manipulate the direction of the lighting by creating a vector input (as an MD Slider) named lightdir and then multiplying it by the _lightDirection in the Main function in the fragment portion of the shader. I hope this helps someone else.

vec3 l = normalize(_lightDirection[0]*lightdir);

The code in the shader needs to decide if ift is going to support more lights. I never got around to writing a sample that used more than the standard camera oriented light.