/* Copyright (c) 2014 Tim Anema light shadow, shine and normal shader all in one */ #define PI 3.1415926535897932384626433832795 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; //how brightly the light bulb part glows extern float lightAngle; //if set, the light becomes directional to a slice lightAngle degrees wide extern float lightDirection; //which direction to shine the light in if directional in degrees extern bool invert_normal; //if the light should invert normals //calculate if a pixel is within the light slice 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); float dist = distance(lightPosition, vec3(pixel_coords, 1.0)); //if the pixel is within this lights range if(dist > lightRange) { //not in range draw in shadows return vec4(0.0, 0.0, 0.0, 1.0); }else{ //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(pixelColor.a > 0.0) { //if on the normal map ie there is normal map data //so get the normal data if(invert_normal) { normal = normalize(vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b) * 2.0 - 1.0); } else { normal = normalize(pixelColor.rgb * 2.0 - 1.0); } } else { // not on the normal map so it is the floor with a normal point strait up normal = vec3(0.0, 0.0, 1.0); } //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) { //start with a dark color and add in the light color and shadow color 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 on the shadow map add the shadow color if(shadowColor.a > 0.0) { pixel.rgb = pixel.rgb * shadowColor.rgb; } return pixel; } else { //on the normal map, draw normal shadows vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z); dir.x *= love_ScreenSize.x / love_ScreenSize.y; vec3 diff = lightColor * max(dot(normalize(normal), normalize(dir)), 0.0); //return the light that is effected by the normal and attenuation return vec4(diff * att, 1.0); } } }