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https://github.com/ZDoom/gzdoom.git
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63 lines
1.7 KiB
GLSL
63 lines
1.7 KiB
GLSL
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float VanillaWallColormap(float lightnum, float z, vec3 normal)
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{
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// R_ScaleFromGlobalAngle calculation
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float projection = 160.0; // projection depends on SCREENBLOCKS!! 160 is the fullscreen value
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vec2 line_v1 = pixelpos.xz; // in vanilla this is the first curline vertex
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vec2 line_normal = normal.xz;
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float texscale = projection * clamp(dot(normalize(uCameraPos.xz - line_v1), line_normal), 0.0, 1.0) / z;
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float lightz = clamp(16.0 * texscale, 0.0, 47.0);
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// scalelight[lightnum][lightz] lookup
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float startmap = (15.0 - lightnum) * 4.0;
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return startmap - lightz * 0.5;
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}
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float VanillaPlaneColormap(float lightnum, float z)
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{
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float lightz = clamp(z / 16.0f, 0.0, 127.0);
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// zlight[lightnum][lightz] lookup
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float startmap = (15.0 - lightnum) * 4.0;
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float scale = 160.0 / (lightz + 1.0);
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return startmap - scale * 0.5;
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}
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float VanillaColormap(float light, float z)
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{
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float lightnum = clamp(light * 15.0, 0.0, 15.0);
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if (dot(vWorldNormal.xyz, vWorldNormal.xyz) > 0.5)
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{
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vec3 normal = normalize(vWorldNormal.xyz);
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return mix(VanillaWallColormap(lightnum, z, normal), VanillaPlaneColormap(lightnum, z), abs(normal.y));
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}
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else // vWorldNormal is not set on sprites
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{
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return VanillaPlaneColormap(lightnum, z);
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}
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}
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vec4 Lightmode_Vanilla()
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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 = VanillaColormap(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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