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

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#ifndef POINT_GLOW_GLSL
#define POINT_GLOW_GLSL
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];
vec3 light_pos = L.light_pos.xyz;
// 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) {
continue;
}
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
vec3 _unused;
float unused2;
float spread = 1.0 / (1.0 + cloud_at(nearest, 0.0, _unused, unused2).z * 0.005);
#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 = srgb_to_linear(L.light_col.rgb) * strength;
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const float LIGHT_AMBIANCE = 0.025;
color += light_color
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* 0.002
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// Constant, *should* const fold
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* POINT_GLOW_FACTOR;
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}
#endif
return color;
}
#endif