#define PI 3.1415926535897932384626433832795 extern vec3 lightPosition; extern vec3 lightColor; extern float lightRange; extern float lightSmooth; extern vec2 lightGlow; extern float lightDirection; extern float lightAngle; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){ vec4 pixel = Texel(texture, texture_coords); vec3 lightToPixel = vec3(pixel_coords.x, pixel_coords.y, 0.0) - lightPosition; float distance = length(lightToPixel); float att = 1 - distance / lightRange; 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); } } } if (distance <= lightRange) { 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 { return vec4(0.0, 0.0, 0.0, 1.0); } return pixel; }