light_world.lua/lib/shaders/shine.glsl

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/*
Copyright (c) 2014 Tim Anema
*/
extern vec3 lightPosition; //the light position on the screen(not global)
extern vec3 lightColor; //the rgb color of the light
extern float lightRange; //the range of the light
extern float lightSmooth; //smoothing of the lights attenuation
extern vec2 lightGlow = vec2(0.5, 0.5); //how brightly the light bulb part glows
extern vec4 AmbientColor; //ambient RGBA -- alpha is intensity
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec4 pixelColor = Texel(texture, texture_coords);
if(pixelColor.a > 0){
return pixelColor;
} else {
float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
//if the pixel is within this lights range
//calculater attenuation of light based on the distance
float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
// if not on the normal map draw attenuated shadows
vec3 Ambient = AmbientColor.rgb * AmbientColor.a;
vec3 pixel = lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y;
return vec4(Ambient + pixel, 1.0);
}
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}