UltimateZoneBuilder/Source/Core/Resources/world3d_lightpass.fp
2019-12-21 01:34:51 +01:00

74 lines
2.3 KiB
GLSL

in vec4 Color;
in vec2 UV;
in vec3 PosW;
in vec3 Normal;
out vec4 FragColor;
uniform vec4 stencilColor;
uniform vec4 lightPosAndRadius;
uniform vec3 lightOrientation; // this is a vector that points in light's direction
uniform vec2 light2Radius; // this is used with spotlights
uniform vec4 lightColor;
uniform float ignoreNormals; // ignore normals in lighting equation. used for non-attenuated lights on models.
uniform float spotLight; // use lightOrientation
uniform float desaturation;
uniform sampler2D texture1;
vec4 desaturate(vec4 texel)
{
float gray = (texel.r * 0.3 + texel.g * 0.56 + texel.b * 0.14);
return vec4(mix(texel.rgb, vec3(gray), desaturation), texel.a);
}
void main()
{
//is face facing away from light source?
// update 01.02.2017: offset the equation by 3px back to try to emulate GZDoom's broken visibility check.
float diffuseContribution = dot(Normal, normalize(lightPosAndRadius.xyz - PosW + Normal * 3.0));
if (diffuseContribution < 0.0 && ignoreNormals < 0.5)
discard;
diffuseContribution = max(diffuseContribution, 0.0); // to make sure
//is pixel in light range?
float dist = distance(PosW, lightPosAndRadius.xyz);
if (dist > lightPosAndRadius.w)
discard;
//is pixel tranparent?
vec4 tcolor = texture(texture1, UV);
tcolor = mix(tcolor, vec4(stencilColor.rgb, tcolor.a), stencilColor.a);
if (tcolor.a == 0.0)
discard;
//if it is - calculate color at current pixel
vec4 lightColorMod = vec4(0.0, 0.0, 0.0, 1.0);
lightColorMod.rgb = lightColor.rgb * max(lightPosAndRadius.w - dist, 0.0) / lightPosAndRadius.w;
if (spotLight > 0.5)
{
vec3 lightDirection = normalize(lightPosAndRadius.xyz - PosW);
float cosDir = dot(lightDirection, lightOrientation);
float df = smoothstep(light2Radius.y, light2Radius.x, cosDir);
lightColorMod.rgb *= df;
}
if (lightColor.a > 0.979 && lightColor.a < 0.981) // attenuated light 98%
lightColorMod.rgb *= diffuseContribution;
if (lightColorMod.r <= 0.0 && lightColorMod.g <= 0.0 && lightColorMod.b <= 0.0)
discard;
lightColorMod.rgb *= lightColor.a;
if (lightColor.a > 0.4) //Normal, vavoom or negative light (or attenuated)
lightColorMod *= tcolor;
FragColor = desaturate(lightColorMod); //Additive light
#if defined(ALPHA_TEST)
if (FragColor.a < 0.5) discard;
#endif
}