gzdoom/wadsrc/static/shaders/glsl/material_normal.fp
2023-01-15 08:54:54 +01:00

96 lines
2.5 KiB
GLSL

vec3 lightContribution(int i, vec3 normal)
{
vec4 lightpos = lights[i];
vec4 lightcolor = lights[i+1];
vec4 lightspot1 = lights[i+2];
vec4 lightspot2 = lights[i+3];
float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
if (lightpos.w < lightdistance)
return vec3(0.0); // Early out lights touching surface but not this fragment
vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
float dotprod = dot(normal, lightdir);
if (dotprod < -0.0001) return vec3(0.0); // light hits from the backside. This can happen with full sector light lists and must be rejected for all cases. Note that this can cause precision issues.
float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
if (lightspot1.w == 1.0)
attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag
{
attenuation *= clamp(dotprod, 0.0, 1.0);
}
if (attenuation > 0.0) // Skip shadow map test if possible
{
attenuation *= shadowAttenuation(lightpos, lightcolor.a);
return lightcolor.rgb * attenuation;
}
else
{
return vec3(0.0);
}
}
vec3 ProcessMaterialLight(Material material, vec3 color)
{
vec4 dynlight = uDynLightColor;
vec3 normal = material.Normal;
if (uLightIndex >= 0)
{
ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
if (lightRange.z > lightRange.x)
{
// modulated lights
for(int i=lightRange.x; i<lightRange.y; i+=4)
{
dynlight.rgb += lightContribution(i, normal);
}
// subtractive lights
for(int i=lightRange.y; i<lightRange.z; i+=4)
{
dynlight.rgb -= lightContribution(i, normal);
}
}
}
vec3 frag;
if ( uLightBlendMode == 1 )
{ // COLOR_CORRECT_CLAMPING
vec3 lightcolor = color + desaturate(dynlight).rgb;
frag = material.Base.rgb * ((lightcolor / max(max(max(lightcolor.r, lightcolor.g), lightcolor.b), 1.4) * 1.4));
}
else if ( uLightBlendMode == 2 )
{ // UNCLAMPED
frag = material.Base.rgb * (color + desaturate(dynlight).rgb);
}
else
{
frag = material.Base.rgb * clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
}
if (uLightIndex >= 0)
{
ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
if (lightRange.w > lightRange.z)
{
vec4 addlight = vec4(0.0,0.0,0.0,0.0);
// additive lights
for(int i=lightRange.z; i<lightRange.w; i+=4)
{
addlight.rgb += lightContribution(i, normal);
}
frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
}
}
return frag;
}