#define PI 3.1415926535897932384626433832795 extern vec2 screenResolution; extern vec3 lightPosition; extern vec3 lightColor; extern float lightRange; extern float lightSmooth; extern float lightDirection; extern float lightAngle; extern bool invert_normal; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec4 pixelColor = Texel(texture, texture_coords); if(pixelColor.a > 0.0) { if(lightAngle > 0.0) { float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI; if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) { if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) { return vec4(0.0, 0.0, 0.0, 1.0); } } else { if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) { return vec4(0.0, 0.0, 0.0, 1.0); } } } vec3 normal; if(invert_normal == true) { normal = vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b); } else { normal = pixelColor.rgb; } float dist = distance(lightPosition, vec3(pixel_coords, normal.b)); if(dist < lightRange) { vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z); dir.x *= screenResolution.x / screenResolution.y; vec3 N = normalize(normal * 2.0 - 1.0); vec3 L = normalize(dir); vec3 diff = lightColor * max(dot(N, L), 0.0); float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0); return vec4(diff * att, 1.0); } else { return vec4(0.0, 0.0, 0.0, 1.0); } } else { return vec4(0.0); } }