mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
got the start of a shader that will do normal shading and shine at the same time, I will throw in a shadow map there too and it will do it all in one pass
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@ -1,5 +1,6 @@
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-- Example: Short Example
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local LightWorld = require "lib"
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local normal_map = require "lib/normal_map"
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function love.load()
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testShader = 0
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59
examples/test.lua
Normal file
59
examples/test.lua
Normal file
@ -0,0 +1,59 @@
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-- Example: normal map generation testing
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local LightWorld = require "lib"
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local util = require "lib/util"
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local normal_map = require "lib/normal_map"
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function love.load()
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z = 1
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lightWorld = LightWorld({
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drawBackground = drawBackground,
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drawForeground = drawForeground,
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ambient = {55,55,55},
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refractionStrength = 32.0,
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reflectionVisibility = 0.75,
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})
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-- create light
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lightMouse = lightWorld:newLight(0, 0, 255, 127, 63, 300)
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lightMouse:setGlowStrength(0.3)
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radius = 50
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circle_canvas = love.graphics.newCanvas(radius*2, radius*2)
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util.drawto(circle_canvas, 0, 0, 1, function()
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love.graphics.circle('fill', radius, radius, radius)
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end)
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circle_image = love.graphics.newImage(circle_canvas:getImageData())
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local t = lightWorld:newImage(circle_image, 150, 150)
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t:setNormalMap(normal_map.generateFlat(circle_image, "top"))
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t:setShadowType('circle', 50)
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end
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function love.mousepressed(x, y, c)
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if c == "wu" then
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z = z + 1
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elseif c == "wd" then
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z = z - 1
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end
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end
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function love.update(dt)
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love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")")
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lightMouse:setPosition(love.mouse.getX(), love.mouse.getY(), z)
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end
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function love.draw()
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lightWorld:draw()
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end
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function drawBackground(l,t,w,h)
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love.graphics.setColor(255, 255, 255)
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love.graphics.rectangle("fill", l, t, w, h)
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end
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function drawForeground(l,t,w,h)
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love.graphics.setColor(0, 255, 0)
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love.graphics.circle('fill', 150, 150, 50)
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end
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@ -101,10 +101,10 @@ function light_world:draw(l,t,s)
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local w, h = love.graphics.getWidth(), love.graphics.getHeight()
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util.drawto(self.render_buffer, l, t, s, function()
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self.drawBackground( l,t,w,h,s)
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self:drawShadow( l,t,w,h,s)
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--self:drawShadow( l,t,w,h,s)
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self.drawForeground( l,t,w,h,s)
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self:drawMaterial( l,t,w,h,s)
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self:drawShine( l,t,w,h,s)
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--self:drawShine( l,t,w,h,s)
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self:drawNormalShading( l,t,w,h,s)
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self:drawGlow( l,t,w,h,s)
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self:drawRefraction( l,t,w,h,s)
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@ -7,6 +7,7 @@ local light = class()
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light.shineShader = love.graphics.newShader(_PACKAGE.."/shaders/shine.glsl")
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light.normalShader = love.graphics.newShader(_PACKAGE.."/shaders/normal.glsl")
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light.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
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function light:init(x, y, r, g, b, range)
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self.direction = 0
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@ -32,6 +33,7 @@ function light:refresh(w, h)
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self.shadow = love.graphics.newCanvas(w, h)
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self.shine = love.graphics.newCanvas(w, h)
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self.normalShader:send('screenResolution', {w, h})
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self.shadowShader:send('screenResolution', {w, h})
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end
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-- set position
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@ -200,14 +202,15 @@ end
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function light:drawNormalShading(l,t,w,h,s, normalMap, canvas)
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if self.visible and self:inRange(l,t,w,h,s) then
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self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.normalShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
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self.normalShader:send('lightRange',{self.range})
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self.normalShader:send("lightSmooth", self.smooth)
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self.normalShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.normalShader:send("lightDirection", self.direction)
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self.normalShader:send("invert_normal", self.normalInvert == true)
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util.drawCanvasToCanvas(normalMap, canvas, {shader = self.normalShader})
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self.shadowShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.shadowShader:send("lightPosition", {(self.x + l/s) * s, (h/s - (self.y + t/s)) * s, (self.z * 10) / 255.0})
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self.shadowShader:send('lightRange',{self.range})
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self.shadowShader:send("lightSmooth", self.smooth)
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self.shadowShader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
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self.shadowShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.shadowShader:send("lightDirection", self.direction)
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self.shadowShader:send("invert_normal", self.normalInvert == true)
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util.drawCanvasToCanvas(normalMap, canvas, {shader = self.shadowShader})
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end
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end
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@ -64,12 +64,10 @@ function normal_map.generateFlat(img, mode)
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color = {223, 0, 127}
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end
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for i = 0, self.imgHeight - 1 do
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for k = 0, self.imgWidth - 1 do
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for i = 0, img:getHeight() - 1 do
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for k = 0, img:getWidth() - 1 do
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local r, g, b, a = imgData:getPixel(k, i)
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if a > 0 then
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imgNormalData:setPixel(k, i, color[1], color[2], color[3], 255)
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end
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imgNormalData:setPixel(k, i, color[1], color[2], color[3], a)
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end
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end
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90
lib/shaders/shadow.glsl
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90
lib/shaders/shadow.glsl
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@ -0,0 +1,90 @@
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#define PI 3.1415926535897932384626433832795
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extern vec2 screenResolution;
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extern vec3 lightPosition;
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extern vec3 lightColor;
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extern float lightRange;
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extern float lightSmooth;
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extern vec2 lightGlow;
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extern float lightDirection;
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extern float lightAngle;
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extern bool invert_normal;
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float getHeightAt(Image texture, vec2 texture_coords) {
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vec4 pixel = Texel(texture, texture_coords);
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if(pixel.a > 0.0){
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return 0.0;
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} else {
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return pixel.g;
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}
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}
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bool is_in_shadow(Image texture, vec2 texture_coords, vec3 lightPosition, vec2 pixel_coords) {
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vec3 coords = vec3(pixel_coords, 0.0);
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vec3 lightVec = normalize(lightPosition - coords);
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float startHeight = getHeightAt(texture, texture_coords);
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vec2 tx;
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float currentHeight;
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for(int i = 0; i < 100; ++i) {
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tx = texture_coords + lightVec.xy;
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currentHeight = getHeightAt(texture, tx);
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if(startHeight < currentHeight){
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return true;
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}
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}
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return false;
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}
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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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//if the light is a slice and the pixel is not inside
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if(lightAngle > 0.0) {
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float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
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if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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}
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vec3 normal;
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//if on the normal map ie there is normal map data
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if(pixelColor.a > 0.0) {
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if(invert_normal == true) {
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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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normal = vec3(0.0, 0.0, 1.0);
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}
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float dist = distance(lightPosition, vec3(pixel_coords, normal.b));
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if(dist < lightRange) {
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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if(pixelColor.a == 0.0) {
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vec4 val = pixelColor;
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val.a = 1.0;
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if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
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val.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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val.rgb = lightColor * pow(att, lightSmooth);
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}
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return val;
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} else {
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vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z);
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dir.x *= screenResolution.x / screenResolution.y;
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vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0);
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return vec4(diff * att, 1.0);
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}
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} else {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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