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32 lines
762 B
GLSL
32 lines
762 B
GLSL
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float SoftwareColormap(float light, float z)
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{
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float L = light * 255.0;
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float vis = min(uGlobVis / z, 24.0 / 32.0);
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float shade = 2.0 - (L + 12.0) / 128.0;
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float lightscale = shade - vis;
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return lightscale * 31.0;
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}
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vec4 Lightmode_Software()
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{
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// z is the depth in view space, positive going into the screen
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#if defined(SWLIGHT_RADIAL)
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float z = distance(pixelpos.xyz, uCameraPos.xyz);
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#else
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float z = pixelpos.w;
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#endif
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float colormap = SoftwareColormap(uLightLevel, z);
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#if defined(SWLIGHT_BANDED)
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colormap = floor(colormap) + 0.5;
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#endif
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// Result is the normalized colormap index (0 bright .. 1 dark)
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float newlightlevel = 1.0 - clamp(colormap, 0.0, 31.0) / 32.0;
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vec4 color = vColor;
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color.rgb *= newlightlevel;
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return color;
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}
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