float VanillaWallColormap(float lightnum, float z, vec3 normal) { // R_ScaleFromGlobalAngle calculation float projection = 160.0; // projection depends on SCREENBLOCKS!! 160 is the fullscreen value vec2 line_v1 = pixelpos.xz; // in vanilla this is the first curline vertex vec2 line_normal = normal.xz; float texscale = projection * clamp(dot(normalize(uCameraPos.xz - line_v1), line_normal), 0.0, 1.0) / z; float lightz = clamp(16.0 * texscale, 0.0, 47.0); // scalelight[lightnum][lightz] lookup float startmap = (15.0 - lightnum) * 4.0; return startmap - lightz * 0.5; } float VanillaPlaneColormap(float lightnum, float z) { float lightz = clamp(z / 16.0f, 0.0, 127.0); // zlight[lightnum][lightz] lookup float startmap = (15.0 - lightnum) * 4.0; float scale = 160.0 / (lightz + 1.0); return startmap - scale * 0.5; } float VanillaColormap(float light, float z) { float lightnum = clamp(light * 15.0, 0.0, 15.0); if (dot(vWorldNormal.xyz, vWorldNormal.xyz) > 0.5) { vec3 normal = normalize(vWorldNormal.xyz); return mix(VanillaWallColormap(lightnum, z, normal), VanillaPlaneColormap(lightnum, z), abs(normal.y)); } else // vWorldNormal is not set on sprites { return VanillaPlaneColormap(lightnum, z); } } vec4 Lightmode_Vanilla() { // 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 float colormap = VanillaColormap(uLightLevel, z); #if defined(SWLIGHT_BANDED) colormap = floor(colormap) + 0.5; #endif // Result is the normalized colormap index (0 bright .. 1 dark) float newlightlevel = 1.0 - clamp(colormap, 0.0, 31.0) / 32.0; vec4 color = vColor; color.rgb *= newlightlevel; return color; }