#ifndef POINT_GLOW_GLSL #define POINT_GLOW_GLSL 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]; 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; } #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); vec3 light_color = srgb_to_linear(L.light_col.rgb) * strength * L.light_col.a; const float LIGHT_AMBIANCE = 0.025; color += light_color * 0.05 // Constant, *should* const fold * POINT_GLOW_FACTOR; } #endif return color; } #endif