/* Copyright (c) 2014 Tim Anema light shadow, shine and normal shader all in one */ #define PI 3.1415926535897932384626433832795 extern Image normalMap; //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 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 bool invert_normal; //if the light should invert normals vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { float dist = distance(lightPosition, vec3(pixel_coords, 1.0)); if(dist > lightRange) { //not in range draw in shadows return vec4(0.0, 0.0, 0.0, 1.0); }else{ vec4 shadowColor = Texel(texture, texture_coords); vec4 normalColor = Texel(normalMap, texture_coords); vec4 pixel; //calculate 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(normalColor.a <= 0.0) { //start with a dark color and add in the light color and shadow color 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); } } else { vec3 normal = normalize(vec3(normalColor.r,invert_normal ? 1.0 - normalColor.g : normalColor.g, normalColor.b) * 2.0 - 1.0); //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); //return the light that is effected by the normal and attenuation pixel = vec4(diff * att, 1.0); } if(shadowColor.a > 0.0) { pixel.rgb = pixel.rgb * shadowColor.rgb; } return pixel; } }