/* Copyright (c) 2014 Tim Anema light shadow, shine and normal shader all in one */ extern Image shadowMap; //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 = vec2(0.5, 0.5); //how brightly the light bulb part glows extern bool invert_normal = false; //if the light should invert normals vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec4 pixelColor = Texel(texture, texture_coords); float dist = distance(lightPosition, vec3(pixel_coords, 1.0)); //if the pixel is within this lights range if(dist > lightRange) { return vec4(0.0, 0.0, 0.0, 1.0); }else{ //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 if(pixelColor.a == 0.0) { vec3 pixel = lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y; //If on the shadow map add the shadow color vec4 shadowColor = Texel(shadowMap, texture_coords); if(shadowColor.a > 0.0) { pixel.rgb = pixel.rgb * shadowColor.rgb; } return vec4(pixel, 1.0); } else { //on the normal map, draw normal shadows vec3 lightDir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z); lightDir.x *= love_ScreenSize.x / love_ScreenSize.y; vec3 normal = normalize(vec3(pixelColor.r,(invert_normal ? 1 - pixelColor.g : pixelColor.g), pixelColor.b) * 2.0 - 1.0); vec3 diffuse = lightColor * max(dot(normalize(normal), normalize(lightDir)), 0.0); //return the light that is effected by the normal and attenuation return vec4(diffuse * att, 1.0); } } }