2014-11-30 20:11:22 +00:00
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/*
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Copyright (c) 2014 Tim Anema
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light shadow, shine and normal shader all in one
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*/
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2014-12-14 17:47:20 +00:00
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extern Image shadowMap; //a canvas containing shadow data only
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extern vec3 lightPosition; //the light position on the screen(not global)
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extern vec3 lightColor; //the rgb color of the light
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extern float lightRange; //the range of the light
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extern float lightSmooth; //smoothing of the lights attenuation
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extern vec2 lightGlow = vec2(0.5, 0.5); //how brightly the light bulb part glows
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extern bool invert_normal = false; //if the light should invert normals
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2014-11-29 19:52:05 +00:00
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec4 pixelColor = Texel(texture, texture_coords);
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2014-12-11 02:42:04 +00:00
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float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
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//if the pixel is within this lights range
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if(dist > lightRange) {
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2014-11-30 19:35:18 +00:00
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return vec4(0.0, 0.0, 0.0, 1.0);
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2014-12-11 02:42:04 +00:00
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}else{
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2014-11-30 20:11:22 +00:00
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//calculater attenuation of light based on the distance
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2014-11-29 19:52:05 +00:00
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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2014-11-30 20:11:22 +00:00
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// if not on the normal map draw attenuated shadows
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2014-11-29 19:52:05 +00:00
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if(pixelColor.a == 0.0) {
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2014-12-14 06:14:42 +00:00
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vec3 pixel = lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y;
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2014-11-30 20:11:22 +00:00
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//If on the shadow map add the shadow color
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2014-12-14 06:14:42 +00:00
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vec4 shadowColor = Texel(shadowMap, texture_coords);
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2014-11-30 00:10:15 +00:00
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if(shadowColor.a > 0.0) {
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2014-11-30 19:35:18 +00:00
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pixel.rgb = pixel.rgb * shadowColor.rgb;
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2014-11-30 00:10:15 +00:00
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}
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2014-12-14 06:14:42 +00:00
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return vec4(pixel, 1.0);
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2014-11-29 19:52:05 +00:00
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} else {
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2014-11-30 20:11:22 +00:00
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//on the normal map, draw normal shadows
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2014-12-14 06:14:42 +00:00
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vec3 lightDir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z);
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lightDir.x *= love_ScreenSize.x / love_ScreenSize.y;
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vec3 normal = normalize(vec3(pixelColor.r,(invert_normal ? 1 - pixelColor.g : pixelColor.g), pixelColor.b) * 2.0 - 1.0);
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vec3 diffuse = lightColor * max(dot(normalize(normal), normalize(lightDir)), 0.0);
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2014-11-30 20:11:22 +00:00
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//return the light that is effected by the normal and attenuation
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2014-12-14 06:14:42 +00:00
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return vec4(diffuse * att, 1.0);
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2014-11-29 19:52:05 +00:00
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}
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}
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}
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