#define PI 3.1415926535897932384626433832795 extern vec2 screenResolution; extern Image shadowMap; extern vec3 lightPosition; extern vec3 lightColor; extern float lightRange; extern float lightSmooth; extern vec2 lightGlow; extern float lightDirection; extern float lightAngle; extern bool invert_normal; bool not_in_slice(vec2 pixel_coords){ float angle = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI; bool pastRightSide = angle < mod(lightDirection + lightAngle, PI * 2); bool pastLeftSide = angle > mod(lightDirection - lightAngle, PI * 2); bool lightUp = lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2; return (lightUp && (pastRightSide && pastLeftSide)) || (!lightUp && (pastRightSide || pastLeftSide)); } vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec4 pixelColor = Texel(texture, texture_coords); vec4 shadowColor = Texel(shadowMap, texture_coords); //if the light is a slice and the pixel is not inside if(lightAngle > 0.0 && not_in_slice(pixel_coords)) { return vec4(0.0, 0.0, 0.0, 1.0); } vec3 normal; //if on the normal map ie there is normal map data if(pixelColor.a > 0.0) { if(invert_normal == true) { normal = normalize(vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b) * 2.0 - 1.0); } else { normal = normalize(pixelColor.rgb * 2.0 - 1.0); } } else { normal = vec3(0.0, 0.0, 1.0); } float dist = distance(lightPosition, vec3(pixel_coords, normal.b)); if(dist < lightRange) { float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0); if(pixelColor.a == 0.0) { vec4 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); } if(shadowColor.a > 0.0) { pixel.rgb = pixel.rgb * shadowColor.rgb; } return pixel; } else { vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z); dir.x *= screenResolution.x / screenResolution.y; vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0); return vec4(diff * att, 1.0); } } else { return vec4(0.0, 0.0, 0.0, 1.0); } }