mirror of
https://github.com/ZDoom/gzdoom.git
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96 lines
2.5 KiB
GLSL
96 lines
2.5 KiB
GLSL
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vec3 lightContribution(int i, vec3 normal)
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{
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vec4 lightpos = lights[i];
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vec4 lightcolor = lights[i+1];
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vec4 lightspot1 = lights[i+2];
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vec4 lightspot2 = lights[i+3];
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float lightdistance = distance(lightpos.xyz, pixelpos.xyz);
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if (lightpos.w < lightdistance)
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return vec3(0.0); // Early out lights touching surface but not this fragment
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vec3 lightdir = normalize(lightpos.xyz - pixelpos.xyz);
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float dotprod = dot(normal, lightdir);
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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.
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float attenuation = clamp((lightpos.w - lightdistance) / lightpos.w, 0.0, 1.0);
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if (lightspot1.w == 1.0)
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attenuation *= spotLightAttenuation(lightpos, lightspot1.xyz, lightspot2.x, lightspot2.y);
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if (lightcolor.a < 0.0) // Sign bit is the attenuated light flag
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{
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attenuation *= clamp(dotprod, 0.0, 1.0);
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}
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if (attenuation > 0.0) // Skip shadow map test if possible
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{
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attenuation *= shadowAttenuation(lightpos, lightcolor.a);
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return lightcolor.rgb * attenuation;
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}
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else
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{
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return vec3(0.0);
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}
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}
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vec3 ProcessMaterialLight(Material material, vec3 color)
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{
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vec4 dynlight = uDynLightColor;
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vec3 normal = material.Normal;
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.z > lightRange.x)
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{
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// modulated lights
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for(int i=lightRange.x; i<lightRange.y; i+=4)
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{
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dynlight.rgb += lightContribution(i, normal);
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}
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// subtractive lights
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for(int i=lightRange.y; i<lightRange.z; i+=4)
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{
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dynlight.rgb -= lightContribution(i, normal);
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}
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}
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}
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vec3 frag;
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if ( uLightBlendMode == 1 )
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{ // COLOR_CORRECT_CLAMPING
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vec3 lightcolor = color + desaturate(dynlight).rgb;
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frag = material.Base.rgb * ((lightcolor / max(max(max(lightcolor.r, lightcolor.g), lightcolor.b), 1.4) * 1.4));
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}
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else if ( uLightBlendMode == 2 )
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{ // UNCLAMPED
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frag = material.Base.rgb * (color + desaturate(dynlight).rgb);
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}
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else
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{
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frag = material.Base.rgb * clamp(color + desaturate(dynlight).rgb, 0.0, 1.4);
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}
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if (uLightIndex >= 0)
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{
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ivec4 lightRange = ivec4(lights[uLightIndex]) + ivec4(uLightIndex + 1);
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if (lightRange.w > lightRange.z)
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{
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vec4 addlight = vec4(0.0,0.0,0.0,0.0);
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// additive lights
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for(int i=lightRange.z; i<lightRange.w; i+=4)
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{
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addlight.rgb += lightContribution(i, normal);
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}
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frag = clamp(frag + desaturate(addlight).rgb, 0.0, 1.0);
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}
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}
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return frag;
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}
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