veloren/assets/voxygen/shaders/include/light.glsl
2020-02-21 11:12:02 +00:00

73 lines
1.5 KiB
GLSL

#include <srgb.glsl>
struct Light {
vec4 light_pos;
vec4 light_col;
};
layout (std140)
uniform u_lights {
Light lights[32];
};
struct Shadow {
vec4 shadow_pos_radius;
};
layout (std140)
uniform u_shadows {
Shadow shadows[24];
};
float attenuation_strength(vec3 rpos) {
return 1.0 / (rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z);
}
vec3 light_at(vec3 wpos, vec3 wnorm) {
const float LIGHT_AMBIENCE = 0.025;
vec3 light = vec3(0);
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;
// Pre-calculate difference between light and fragment
vec3 difference = light_pos - wpos;
float strength = pow(attenuation_strength(difference), 0.6);
// Multiply the vec3 only once
vec3 color = srgb_to_linear(L.light_col.rgb) * (strength * L.light_col.a);
light += color * (max(0, max(dot(normalize(difference), wnorm), 0.15)) + LIGHT_AMBIENCE);
}
return light;
}
float shadow_at(vec3 wpos, vec3 wnorm) {
float shadow = 1.0;
for (uint i = 0u; i < light_shadow_count.y; i ++) {
// Only access the array once
Shadow S = shadows[i];
vec3 shadow_pos = S.shadow_pos_radius.xyz;
float radius = S.shadow_pos_radius.w;
vec3 diff = shadow_pos - wpos;
if (diff.z >= 0.0) {
diff.z = -sign(diff.z) * diff.z * 0.1;
}
float shade = max(pow(diff.x * diff.x + diff.y * diff.y + diff.z * diff.z, 0.25) / pow(radius * radius * 0.5, 0.25), 0.5);
shadow = min(shadow, shade);
}
return min(shadow, 1.0);
}