/* 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) { 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); } }