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Fixed lantern lighting bug
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@ -186,15 +186,18 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 /*cam_to_frag*/view_dir, vec3 mu, ve
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is_direct = true;
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#endif
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vec3 lrf = light_reflection_factor(/*direct_norm_dir*/wnorm, /*cam_to_frag*/view_dir, direct_light_dir, k_d, k_s, alpha, voxel_norm, voxel_lighting);
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vec3 direct_light = PI * color * strength * square_factor * pow(lrf, vec3(0.5)); // TODO: Don't use ^0.5, it's non-physical but helps with hill climbing
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vec3 direct_light = PI * color * strength * square_factor * lrf;
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/* is_direct = true; */
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float computed_shadow = ShadowCalculationPoint(i, -difference, wnorm, wpos/*, light_distance*/);
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// directed_light += is_direct ? max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light * square_factor : vec3(0.0);
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// Non-physically emulate ambient light nearby
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float ambiance = (dot(-wnorm, direct_light_dir) * 0.5 + 0.5) * strength * square_factor;
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#ifdef FIGURE_SHADER
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vec3 ambiance = color * 0.5 / distance_2; // Non-physical hack, but it's pretty subtle and *damn* does it make shadows on characters look better
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#else
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vec3 ambiance = vec3(0.0);
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// Non-physical hack. Subtle, but allows lanterns to glow nicely
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// TODO: Make lanterns use glowing cells instead
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ambiance += 1.0 / distance_2;
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#endif
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directed_light += (is_direct ? mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light * square_factor : vec3(0.0)) + ambiance;
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directed_light += (is_direct ? mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light * square_factor : vec3(0.0)) + ambiance * color;
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// directed_light += (is_direct ? 1.0 : LIGHT_AMBIANCE) * max(computed_shadow, /*LIGHT_AMBIANCE*/0.0) * direct_light * square_factor;// : vec3(0.0);
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// directed_light += mix(LIGHT_AMBIANCE, 1.0, computed_shadow) * direct_light * square_factor;
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// ambient_light += is_direct ? vec3(0.0) : vec3(0.0); // direct_light * square_factor * LIGHT_AMBIANCE;
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