veloren/assets/voxygen/shaders/include/point_glow.glsl

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#ifndef POINT_GLOW_GLSL
#define POINT_GLOW_GLSL
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#include "sky.glsl"
void apply_point_glow_light(Light L, vec3 wpos, vec3 dir, float max_dist, inout vec3 color) {
vec3 light_pos = L.light_pos.xyz;
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// Project light_pos to dir line
float t = max(dot(light_pos - wpos, dir), 0);
vec3 nearest = wpos + dir * min(t, max_dist);
vec3 difference = light_pos - nearest;
float distance_2 = dot(difference, difference);
//if (distance_2 > 100000.0) {
// return;
//}
#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
vec3 _unused;
float unused2;
float spread = 1.0 / (1.0 + sqrt(max(cloud_at(nearest, 0.0, _unused, unused2).z, 0.0)) * 0.01);
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#else
const float spread = 1.0;
#endif
float strength = pow(attenuation_strength_real(difference), spread);
#ifdef EXPERIMENTAL_LOWGLOWNEARCAMERA
vec3 cam_wpos = cam_pos.xyz + focus_pos.xyz + focus_off.xyz;
vec3 cam_diff = light_pos - cam_wpos;
float cam_dist_2 = dot(cam_diff, cam_diff);
// 3 meters away glow returns to the maximum strength.
strength *= clamp(cam_dist_2 / 9.0, 0.25, 1.0);
#endif
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vec3 light_color = L.light_col.rgb * strength;
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const float LIGHT_AMBIANCE = 0.025;
color += light_color
* 0.002
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#ifdef POINT_GLOW_FACTOR
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// Constant, *should* const fold
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* POINT_GLOW_FACTOR
#endif
;
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}
vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color) {
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#ifndef POINT_GLOW_FACTOR
return color;
#else
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for (uint i = 0u; i < light_shadow_count.x; i ++) {
// Only access the array once
Light L = lights[i];
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apply_point_glow_light(L, wpos, dir, max_dist, color);
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}
#endif
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#ifdef FLASHING_LIGHTS_ENABLED
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float time_since_lightning = time_since(last_lightning.w);
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if (time_since_lightning < MAX_LIGHTNING_PERIOD) {
// Apply lightning
apply_point_glow_light(Light(last_lightning.xyzw + vec4(0, 0, LIGHTNING_HEIGHT, 0), vec4(vec3(0.2, 0.4, 1) * lightning_intensity() * 0.003, 1)), wpos, dir, max_dist, color);
}
#endif
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return color;
}
#endif