diff --git a/lib/init.lua b/lib/init.lua index c48abbb..103c236 100644 --- a/lib/init.lua +++ b/lib/init.lua @@ -149,7 +149,7 @@ function light_world:drawNormalShading(l,t,w,h,s) self.shadowShader:send('lightRange',{light.range * s}) self.shadowShader:send("lightSmooth", light.smooth) self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength}) - self.shadowShader:send("invert_normal", self.normalInvert == true) + self.shadowShader:send("invert_normal", self.normalInvert) util.drawCanvasToCanvas(self.normalMap, self.normal2, { blendmode = 'additive', shader = self.shadowShader diff --git a/lib/shaders/shadow.glsl b/lib/shaders/shadow.glsl index 31b300e..93dc6e5 100644 --- a/lib/shaders/shadow.glsl +++ b/lib/shaders/shadow.glsl @@ -5,61 +5,40 @@ #define PI 3.1415926535897932384626433832795 extern Image shadowMap; //a canvas containing shadow data only -extern vec3 lightPosition; //the light position on the screen(not global) -extern vec3 lightColor; //the rgb color of the light +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; //how brightly the light bulb part glows -extern float lightAngle; //if set, the light becomes directional to a slice lightAngle degrees wide -extern float lightDirection; //which direction to shine the light in if directional in degrees +extern vec2 lightGlow = vec2(0.5, 0.5); //how brightly the light bulb part glows extern bool invert_normal; //if the light should invert normals vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec4 pixelColor = Texel(texture, texture_coords); - vec4 shadowColor = Texel(shadowMap, texture_coords); float dist = distance(lightPosition, vec3(pixel_coords, 1.0)); //if the pixel is within this lights range if(dist > lightRange) { - //not in range draw in shadows return vec4(0.0, 0.0, 0.0, 1.0); }else{ - vec3 normal; - if(pixelColor.a > 0.0) { - //if on the normal map ie there is normal map data - //so get the normal data - if(invert_normal) { - normal = normalize(vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b) * 2.0 - 1.0); - } else { - normal = normalize(pixelColor.rgb * 2.0 - 1.0); - } - } else { - // not on the normal map so it is the floor with a normal point strait up - normal = vec3(0.0, 0.0, 1.0); - } //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 if(pixelColor.a == 0.0) { - //start with a dark color and add in the light color and shadow color - vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0); - if (lightGlow.x < 1.0 && lightGlow.y > 0.0) { - pixel.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0); - } else { - pixel.rgb = lightColor * pow(att, lightSmooth); - } + vec3 pixel = lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y; //If on the shadow map add the shadow color + vec4 shadowColor = Texel(shadowMap, texture_coords); if(shadowColor.a > 0.0) { pixel.rgb = pixel.rgb * shadowColor.rgb; } - return pixel; + return vec4(pixel, 1.0); } else { //on the normal map, draw normal shadows - vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z); - dir.x *= love_ScreenSize.x / love_ScreenSize.y; - vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0); + vec3 lightDir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z); + lightDir.x *= love_ScreenSize.x / love_ScreenSize.y; + vec3 normal = normalize(vec3(pixelColor.r,(invert_normal ? 1 - pixelColor.g : pixelColor.g), pixelColor.b) * 2.0 - 1.0); + vec3 diffuse = lightColor * max(dot(normalize(normal), normalize(lightDir)), 0.0); //return the light that is effected by the normal and attenuation - return vec4(diff * att, 1.0); + return vec4(diffuse * att, 1.0); } } }