light_world.lua/lib/shaders/shadow.glsl
2014-12-14 12:47:20 -05:00

44 lines
2.1 KiB
GLSL

/*
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);
}
}
}