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authorSmileTheory <SmileTheory@gmail.com>2013-09-16 23:41:04 -0700
committerTim Angus <tim@ngus.net>2014-06-17 17:43:34 +0100
commitb46c14676aca4fd8d013be565001c0a2f1fe4815 (patch)
tree7bcdfd18ef49dcfdb82b5dc85e1390b13543b208 /src/renderergl2/glsl/lightall_fp.glsl
parenta204b2fbd9b9efc8ae5a65c1fc3abdf1a3042849 (diff)
OpenGL2: Some shader cleanup
Diffstat (limited to 'src/renderergl2/glsl/lightall_fp.glsl')
-rw-r--r--src/renderergl2/glsl/lightall_fp.glsl56
1 files changed, 32 insertions, 24 deletions
diff --git a/src/renderergl2/glsl/lightall_fp.glsl b/src/renderergl2/glsl/lightall_fp.glsl
index 6aec2b4a..6dbfe963 100644
--- a/src/renderergl2/glsl/lightall_fp.glsl
+++ b/src/renderergl2/glsl/lightall_fp.glsl
@@ -261,6 +261,30 @@ vec3 CalcSpecular(vec3 specular, float NH, float NL, float NE, float EH, float s
return vec3(0.0);
}
+
+float CalcLightAttenuation(vec3 dir, float sqrRadius)
+{
+ // point light at >0 radius, directional otherwise
+ float point = float(sqrRadius > 0.0);
+
+ // inverse square light
+ float attenuation = sqrRadius / dot(dir, dir);
+
+ // zero light at radius, approximating q3 style
+ // also don't attenuate directional light
+ attenuation = (0.5 * attenuation - 1.5) * point + 1.0;
+
+ // clamp attenuation
+ #if defined(NO_LIGHT_CLAMP)
+ attenuation *= float(attenuation > 0.0);
+ #else
+ attenuation = clamp(attenuation, 0.0, 1.0);
+ #endif
+
+ return attenuation;
+}
+
+
void main()
{
vec3 L, N, E, H;
@@ -290,30 +314,12 @@ void main()
#endif
vec3 lightColor = lightSample.rgb;
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
- // inverse square light
- float attenuation = u_LightRadius * u_LightRadius / dot(L, L);
-
- // zero light at radius, approximating q3 style
- attenuation = 0.5 * attenuation - 0.5;
- //attenuation = 0.0697168 * attenuation;
- //attenuation *= step(0.294117, attenuation);
-
- // clamp attenuation
- #if defined(NO_LIGHT_CLAMP)
- attenuation *= step(0.0, attenuation);
- #else
- attenuation = clamp(attenuation, 0.0, 1.0);
- #endif
-
- // don't attenuate directional light
- attenuation = (attenuation - 1.0) * var_LightDir.w + 1.0;
-
- vec3 lightColor = u_DirectedLight * attenuation;
+ vec3 lightColor = u_DirectedLight * CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
vec3 ambientColor = u_AmbientLight;
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
vec3 lightColor = var_lightColor;
#endif
-
+
vec2 texCoords = var_DiffuseTex;
#if defined(USE_PARALLAXMAP)
@@ -360,9 +366,9 @@ void main()
// surfaces not facing the light are always shadowed
#if defined(USE_TANGENT_SPACE_LIGHT)
- shadowValue *= step(0.0, var_PrimaryLightDir.z);
+ shadowValue *= float(var_PrimaryLightDir.z > 0.0);
#else
- shadowValue *= step(0.0, dot(var_Normal, var_PrimaryLightDir));
+ shadowValue *= float(dot(var_Normal, var_PrimaryLightDir) > 0.0);
#endif
#if defined(SHADOWMAP_MODULATE)
@@ -488,11 +494,13 @@ void main()
reflectance = CalcDiffuse(diffuse.rgb, N, L, E, NE, NL, shininess);
reflectance += CalcSpecular(specular.rgb, NH, NL, NE, EH, shininess);
+ lightColor = u_PrimaryLightColor; // * CalcLightAttenuation(L, u_PrimaryLightRadius * u_PrimaryLightRadius);
+
#if defined(USE_SHADOWMAP)
- reflectance *= shadowValue;
+ lightColor *= shadowValue;
#endif
- gl_FragColor.rgb += u_PrimaryLightColor * reflectance * NL;
+ gl_FragColor.rgb += lightColor * reflectance * NL;
#endif
#if defined(USE_LINEAR_LIGHT)