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

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2.2 KiB
GLSL

#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 + sqrt(max(cloud_at(nearest, 0.0, _unused, unused2).z, 0.0)) * 0.01);
#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
#ifdef FLASHING_LIGHTS_ENABLED
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);
}
#endif
return color;
}
#endif