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129 lines
2.9 KiB
GLSL
129 lines
2.9 KiB
GLSL
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#include "shaders/scene/lightmodel_software.glsl"
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#include "shaders/scene/material.glsl"
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//===========================================================================
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//
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// Calculate light
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//
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// It is important to note that the light color is not desaturated
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// due to ZDoom's implementation weirdness. Everything that's added
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// on top of it, e.g. dynamic lights and glows are, though, because
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// the objects emitting these lights are also.
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//
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// This is making this a bit more complicated than it needs to
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// because we can't just desaturate the final fragment color.
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//
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//===========================================================================
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vec4 getLightColor(Material material)
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{
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// calculate fog factor
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float fogdist = 0.0;
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float fogfactor = 0.0;
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if (uFogEnabled != 0)
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{
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if (uFogEnabled == 1 || uFogEnabled == -1)
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{
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fogdist = max(16.0, pixelpos.w);
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}
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else
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{
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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}
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vec4 color = vColor;
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if (uLightLevel >= 0.0)
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{
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float newlightlevel = 1.0 - R_DoomLightingEquation(uLightLevel);
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color.rgb *= newlightlevel;
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}
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else if (uFogEnabled > 0)
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{
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// brightening around the player for light mode 2
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if (fogdist < uLightDist)
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{
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color.rgb *= uLightFactor - (fogdist / uLightDist) * (uLightFactor - 1.0);
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}
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//
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// apply light diminishing through fog equation
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//
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color.rgb = mix(vec3(0.0, 0.0, 0.0), color.rgb, fogfactor);
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}
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//
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// handle glowing walls
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//
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if (uGlowTopColor.a > 0.0 && glowdist.x < uGlowTopColor.a)
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{
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color.rgb += desaturate(uGlowTopColor * (1.0 - glowdist.x / uGlowTopColor.a)).rgb;
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}
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if (uGlowBottomColor.a > 0.0 && glowdist.y < uGlowBottomColor.a)
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{
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color.rgb += desaturate(uGlowBottomColor * (1.0 - glowdist.y / uGlowBottomColor.a)).rgb;
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}
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color = min(color, 1.0);
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// these cannot be safely applied by the legacy format where the implementation cannot guarantee that the values are set.
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#if !defined LEGACY_USER_SHADER && !defined NO_LAYERS
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//
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// apply glow
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//
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color.rgb = mix(color.rgb, material.Glow.rgb, material.Glow.a);
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//
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// apply brightmaps
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//
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color.rgb = min(color.rgb + material.Bright.rgb, 1.0);
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#endif
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//
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// apply lightmaps
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//
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if (vLightmap.z >= 0.0)
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{
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color.rgb += texture(LightMap, vLightmap).rgb;
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}
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//
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// apply dynamic lights
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//
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vec4 frag = vec4(ProcessMaterialLight(material, color.rgb), material.Base.a * vColor.a);
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//
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// colored fog
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//
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if (uFogEnabled < 0)
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{
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frag = vec4(mix(uFogColor.rgb, frag.rgb, fogfactor), frag.a);
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}
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return frag;
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}
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// The color of the fragment if it is fully occluded by ambient lighting
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vec3 AmbientOcclusionColor()
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{
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float fogdist;
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float fogfactor;
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//
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// calculate fog factor
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//
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if (uFogEnabled == -1)
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{
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fogdist = max(16.0, pixelpos.w);
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}
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else
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{
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fogdist = max(16.0, distance(pixelpos.xyz, uCameraPos.xyz));
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}
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fogfactor = exp2 (uFogDensity * fogdist);
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return mix(uFogColor.rgb, vec3(0.0), fogfactor);
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}
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