#ifndef POINT_GLOW_GLSL #define POINT_GLOW_GLSL #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; // 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 + 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 vec3 light_color = srgb_to_linear(L.light_col.rgb) * strength; const float LIGHT_AMBIANCE = 0.025; color += light_color * 0.002 #ifdef POINT_GLOW_FACTOR // Constant, *should* const fold * POINT_GLOW_FACTOR #endif ; } vec3 apply_point_glow(vec3 wpos, vec3 dir, float max_dist, vec3 color) { #ifndef POINT_GLOW_FACTOR return color; #else for (uint i = 0u; i < light_shadow_count.x; i ++) { // Only access the array once Light L = lights[i]; apply_point_glow_light(L, wpos, dir, max_dist, color); } #endif float time_since_lightning = tick.x - last_lightning.w; 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); } return color; } #endif