mirror of
https://github.com/ZDoom/gzdoom-gles.git
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9c74c9629a
# Conflicts: # src/gl/shaders/gl_shader.cpp # src/hwrenderer/textures/hw_material.cpp # src/r_data/gldefs.cpp # wadsrc/static/shaders/glsl/main.fp
95 lines
2.8 KiB
GLSL
95 lines
2.8 KiB
GLSL
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vec2 lightAttenuation(int i, vec3 normal, vec3 viewdir, float lightcolorA)
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{
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vec4 lightpos = lights[i];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
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if (lightpos.w < lightdistance)
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return vec2(0.0); // Early out lights touching surface but not this fragment
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float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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if (lightcolorA < 0.0) // Sign bit is the attenuated light flag
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attenuation *= clamp(dot(normal, lightdir), 0.0, 1.0);
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if (attenuation > 0.0) // Skip shadow map test if possible
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attenuation *= shadowAttenuation(lightpos, lightcolorA);
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if (attenuation <= 0.0)
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return vec2(0.0);
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float glossiness = uSpecularMaterial.x;
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float specularLevel = uSpecularMaterial.y;
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vec3 halfdir = normalize(viewdir + lightdir);
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float specAngle = clamp(dot(halfdir, normal), 0.0f, 1.0f);
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float phExp = glossiness * 4.0f;
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return vec2(attenuation, attenuation * specularLevel * pow(specAngle, phExp));
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}
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vec3 ProcessMaterialLight(Material material, vec3 color)
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{
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vec4 dynlight = uDynLightColor;
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vec4 specular = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 normal = material.Normal;
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vec3 viewdir = normalize(uCameraPos.xyz - pixelpos.xyz);
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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// modulated lights
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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vec4 lightcolor = lights[i+1];
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vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
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dynlight.rgb += lightcolor.rgb * attenuation.x;
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specular.rgb += lightcolor.rgb * attenuation.y;
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}
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// subtractive lights
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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vec4 lightcolor = lights[i+1];
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vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
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dynlight.rgb -= lightcolor.rgb * attenuation.x;
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specular.rgb -= lightcolor.rgb * attenuation.y;
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}
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}
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}
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dynlight.rgb = clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
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specular.rgb = clamp(desaturate(specular).rgb, 0.0, 1.4);
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vec3 frag = material.Base.rgb * dynlight.rgb + material.Specular * specular.rgb;
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.w > lightRange.z)
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{
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vec4 addlight = vec4(0.0,0.0,0.0,0.0);
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// additive lights
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for(int i=lightRange.z; i<lightRange.w; i+=4)
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{
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vec4 lightcolor = lights[i+1];
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vec2 attenuation = lightAttenuation(i, normal, viewdir, lightcolor.a);
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addlight.rgb += lightcolor.rgb * attenuation.x;
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}
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frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
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}
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}
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return frag;
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}
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