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slimming down and optimization of shadow shader
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@ -149,7 +149,7 @@ function light_world:drawNormalShading(l,t,w,h,s)
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self.shadowShader:send('lightRange',{light.range * s})
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self.shadowShader:send('lightRange',{light.range * s})
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self.shadowShader:send("lightSmooth", light.smooth)
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self.shadowShader:send("lightSmooth", light.smooth)
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self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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self.shadowShader:send("invert_normal", self.normalInvert)
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util.drawCanvasToCanvas(self.normalMap, self.normal2, {
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util.drawCanvasToCanvas(self.normalMap, self.normal2, {
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blendmode = 'additive',
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blendmode = 'additive',
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shader = self.shadowShader
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shader = self.shadowShader
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@ -9,57 +9,36 @@ 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 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 lightRange; //the range of the light
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extern float lightSmooth; //smoothing of the lights attenuation
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extern float lightSmooth; //smoothing of the lights attenuation
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extern vec2 lightGlow; //how brightly the light bulb part glows
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extern vec2 lightGlow = vec2(0.5, 0.5); //how brightly the light bulb part glows
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extern float lightAngle; //if set, the light becomes directional to a slice lightAngle degrees wide
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extern float lightDirection; //which direction to shine the light in if directional in degrees
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extern bool invert_normal; //if the light should invert normals
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extern bool invert_normal; //if the light should invert normals
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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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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vec4 pixelColor = Texel(texture, texture_coords);
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vec4 shadowColor = Texel(shadowMap, texture_coords);
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float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
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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 the pixel is within this lights range
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if(dist > lightRange) {
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if(dist > lightRange) {
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//not in range draw in shadows
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return vec4(0.0, 0.0, 0.0, 1.0);
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return vec4(0.0, 0.0, 0.0, 1.0);
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}else{
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}else{
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vec3 normal;
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if(pixelColor.a > 0.0) {
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//if on the normal map ie there is normal map data
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//so get the normal data
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if(invert_normal) {
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normal = normalize(vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b) * 2.0 - 1.0);
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} else {
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normal = normalize(pixelColor.rgb * 2.0 - 1.0);
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}
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} else {
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// not on the normal map so it is the floor with a normal point strait up
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normal = vec3(0.0, 0.0, 1.0);
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}
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//calculater attenuation of light based on the distance
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//calculater attenuation of light based on the distance
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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// if not on the normal map draw attenuated shadows
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// if not on the normal map draw attenuated shadows
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if(pixelColor.a == 0.0) {
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if(pixelColor.a == 0.0) {
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//start with a dark color and add in the light color and shadow color
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vec3 pixel = lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y;
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vec4 pixel = vec4(0.0, 0.0, 0.0, 1.0);
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if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
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pixel.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0);
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} else {
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pixel.rgb = lightColor * pow(att, lightSmooth);
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}
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//If on the shadow map add the shadow color
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//If on the shadow map add the shadow color
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vec4 shadowColor = Texel(shadowMap, texture_coords);
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if(shadowColor.a > 0.0) {
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if(shadowColor.a > 0.0) {
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pixel.rgb = pixel.rgb * shadowColor.rgb;
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pixel.rgb = pixel.rgb * shadowColor.rgb;
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}
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}
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return pixel;
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return vec4(pixel, 1.0);
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} else {
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} else {
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//on the normal map, draw normal shadows
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//on the normal map, draw normal shadows
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vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z);
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vec3 lightDir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z);
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dir.x *= love_ScreenSize.x / love_ScreenSize.y;
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lightDir.x *= love_ScreenSize.x / love_ScreenSize.y;
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vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0);
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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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//return the light that is effected by the normal and attenuation
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//return the light that is effected by the normal and attenuation
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return vec4(diff * att, 1.0);
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return vec4(diffuse * att, 1.0);
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}
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}
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}
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}
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}
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}
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