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55 lines
1.5 KiB
GLSL
55 lines
1.5 KiB
GLSL
struct Light {
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vec4 light_pos;
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vec4 light_col;
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};
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layout (std140)
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uniform u_lights {
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Light lights[32];
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};
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#include <srgb.glsl>
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vec3 illuminate(vec3 color, vec3 light, vec3 diffuse, vec3 ambience) {
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float avg_col = (color.r + color.g + color.b) / 3.0;
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return ((color - avg_col) * light + (diffuse + ambience) * avg_col) * (diffuse + ambience);
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}
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float attenuation_strength(vec3 rpos) {
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return 1.0 / (rpos.x * rpos.x + rpos.y * rpos.y + rpos.z * rpos.z);
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}
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vec3 light_at(vec3 wpos, vec3 wnorm) {
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const float LIGHT_AMBIENCE = 0.025;
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vec3 light = vec3(0);
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for (uint i = 0u; i < light_count.x; i++) {
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// Only access the array once
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Light L = lights[i];
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vec3 light_pos = L.light_pos.xyz;
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// Pre-calculate difference between light and fragment
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vec3 difference = light_pos - wpos;
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float strength = attenuation_strength(difference);
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// Multiply the vec3 only once
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vec3 color = srgb_to_linear(L.light_col.rgb) * (strength * L.light_col.a);
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// This is commented out to avoid conditional branching. See here: https://community.khronos.org/t/glsl-float-multiply-by-zero/104391
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// if (max(max(color.r, color.g), color.b) < 0.002) {
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// continue;
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// }
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// Old: light += color * clamp(dot(normalize(difference), wnorm), LIGHT_AMBIENCE, 1.0);
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// The dot product cannot be greater than one, so no need to clamp max value
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// Also, rather than checking if it is smaller than LIGHT_AMBIENCE, add LIGHT_AMBIENCE instead
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light += color * (max(0, dot(normalize(difference), wnorm)) + LIGHT_AMBIENCE);
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}
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return light;
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}
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