#define PI 3.1415926535897932384626433832795 extern vec2 screenResolution; 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; float getHeightAt(Image texture, vec2 texture_coords) { vec4 pixel = Texel(texture, texture_coords); if(pixel.a > 0.0){ return 0.0; } else { return pixel.g; } } bool is_in_shadow(Image texture, vec2 texture_coords, vec3 lightPosition, vec2 pixel_coords) { vec3 coords = vec3(pixel_coords, 0.0); vec3 lightVec = normalize(lightPosition - coords); float startHeight = getHeightAt(texture, texture_coords); vec2 tx; float currentHeight; for(int i = 0; i < 100; ++i) { tx = texture_coords + lightVec.xy; currentHeight = getHeightAt(texture, tx); if(startHeight < currentHeight){ return true; } } return false; } vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec4 pixelColor = Texel(texture, texture_coords); //if the light is a slice and the pixel is not inside 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 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 val = pixelColor; val.a = 1.0; if (lightGlow.x < 1.0 && lightGlow.y > 0.0) { val.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0); } else { val.rgb = lightColor * pow(att, lightSmooth); } return val; } 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); } }