diff --git a/assets/voxygen/shaders/include/light.glsl b/assets/voxygen/shaders/include/light.glsl index 774939d26f..4d0996eb25 100644 --- a/assets/voxygen/shaders/include/light.glsl +++ b/assets/voxygen/shaders/include/light.glsl @@ -129,15 +129,15 @@ float lights_at(vec3 wpos, vec3 wnorm, vec3 cam_to_frag, vec3 k_a, vec3 k_d, vec directed_light += is_direct ? direct_light * square_factor : vec3(0.0); ambient_light += is_direct ? vec3(0.0) : direct_light * LIGHT_AMBIENCE; - vec3 cam_light_diff = light_pos - cam_pos.xyz; + vec3 cam_light_diff = light_pos - focus_pos.xyz; float cam_distance_2 = dot(cam_light_diff, cam_light_diff);// + 0.0001; float cam_strength = 1.0 / (/*4.0 * *//*PI * *//*1.0 + */cam_distance_2); - vec3 cam_pos_diff = cam_to_frag.xyz - wpos; - float pos_distance_2 = dot(cam_pos_diff, cam_pos_diff);// + 0.0001; + // vec3 cam_pos_diff = cam_to_frag.xyz - wpos; + // float pos_distance_2 = dot(cam_pos_diff, cam_pos_diff);// + 0.0001; - float cam_distance = sqrt(cam_distance_2); - float distance = sqrt(distance_2); + // float cam_distance = sqrt(cam_distance_2); + // float distance = sqrt(distance_2); float both_strength = cam_distance_2 == 0.0 ? distance_2 == 0.0 ? 0.0 : strength/* * strength*//*1.0*/ : distance_2 == 0.0 ? cam_strength/* * cam_strength*//*1.0*/ : // 1.0 / (cam_distance * distance); // sqrt(cam_strength * strength); diff --git a/assets/voxygen/shaders/sprite-frag.glsl b/assets/voxygen/shaders/sprite-frag.glsl index ea67710038..49006a15b3 100644 --- a/assets/voxygen/shaders/sprite-frag.glsl +++ b/assets/voxygen/shaders/sprite-frag.glsl @@ -6,7 +6,7 @@ in vec3 f_pos; flat in vec3 f_norm; in vec3 f_col; in float f_ao; -in float f_light; +// in float f_light; out vec4 tgt_color; @@ -57,7 +57,7 @@ void main() { float point_shadow = shadow_at(f_pos, f_norm); // To account for prior saturation. - float vert_light = pow(f_light, 1.5); + // float vert_light = pow(f_light, 1.5); // vec3 light_frac = light_reflection_factor(f_norm/*vec3(0, 0, 1.0)*/, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(R_s), alpha); /* light_frac += light_reflection_factor(f_norm, view_dir, vec3(1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0); light_frac += light_reflection_factor(f_norm, view_dir, vec3(-1.0, 0, 0.0), vec3(1.0), vec3(1.0), 2.0); @@ -72,9 +72,9 @@ void main() { // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); float max_light = 0.0; max_light += get_sun_diffuse2(f_norm, /*time_of_day.x, */sun_dir, moon_dir, /*cam_to_frag*/view_dir, k_a/* * (shade_frac * 0.5 + light_frac * 0.5)*/, k_d, k_s, alpha, emitted_light, reflected_light); - reflected_light *= vert_light * point_shadow * shade_frac; - emitted_light *= vert_light * point_shadow * max(shade_frac, MIN_SHADOW); - max_light *= vert_light * point_shadow * shade_frac; + reflected_light *= /*vert_light * */point_shadow * shade_frac; + emitted_light *= /*vert_light * */point_shadow * max(shade_frac, MIN_SHADOW); + max_light *= /*vert_light * */point_shadow * shade_frac; // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); // float point_shadow = shadow_at(f_pos, f_norm); // diffuse_light *= f_light * point_shadow; @@ -83,7 +83,7 @@ void main() { // diffuse_light += point_light; // reflected_light += point_light; - max_light += lights_at(f_pos, f_norm, cam_to_frag, k_a, k_d, k_s, alpha, emitted_light, reflected_light); + max_light += lights_at(f_pos, f_norm, view_dir, k_a, k_d, k_s, alpha, emitted_light, reflected_light); /* vec3 point_light = light_at(f_pos, f_norm); emitted_light += point_light; reflected_light += point_light; */ diff --git a/assets/voxygen/shaders/sprite-vert.glsl b/assets/voxygen/shaders/sprite-vert.glsl index 68d76d048a..359b8ec74e 100644 --- a/assets/voxygen/shaders/sprite-vert.glsl +++ b/assets/voxygen/shaders/sprite-vert.glsl @@ -17,7 +17,7 @@ out vec3 f_pos; flat out vec3 f_norm; out vec3 f_col; out float f_ao; -out float f_light; +// out float f_light; const float SCALE = 1.0 / 11.0; @@ -53,7 +53,7 @@ void main() { f_col *= 4.0; } - f_light = 1.0; + // f_light = 1.0; gl_Position = all_mat *