gzdoom/wadsrc/static/shaders/scene/lightmode_build.glsl

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vec4 Lightmode_Build()
{
// z is the depth in view space, positive going into the screen
#if defined(SWLIGHT_RADIAL)
float z = distance(pixelpos.xyz, uCameraPos.xyz);
#else
float z = pixelpos.w;
#endif
// This is a lot more primitive than Doom's lighting...
float numShades = float(uPalLightLevels & 255);
float curshade = (1.0 - uLightLevel) * (numShades - 1.0);
float visibility = max(uGlobVis * uLightFactor * z, 0.0);
float shade = clamp((curshade + visibility), 0.0, numShades - 1.0);
float newlightlevel = 1.0 - clamp(shade * uLightDist, 0.0, 1.0);
vec4 color = vColor;
color.rgb *= newlightlevel;
return color;
}