light_world.lua/lib/shaders/normal_invert.glsl
Tim Anema 45be0c56fa refactoring,
taking out unused variables and redundant code, also took out debug variables. also moved the shaders in to the lib folder
for better portablility of the library
2014-09-29 10:03:34 -04:00

50 lines
1.5 KiB
GLSL

#define PI 3.1415926535897932384626433832795
extern vec2 screenResolution;
extern vec3 lightPosition;
extern vec3 lightColor;
extern float lightRange;
extern float lightSmooth;
extern float lightDirection;
extern float lightAngle;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec4 pixelColor = Texel(texture, texture_coords);
if(pixelColor.a > 0.0) {
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 = vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b);
float dist = distance(lightPosition, vec3(pixel_coords, normal.b));
if(dist < lightRange) {
vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / screenResolution.xy, lightPosition.z);
dir.x *= screenResolution.x / screenResolution.y;
vec3 N = normalize(normal * 2.0 - 1.0);
vec3 L = normalize(dir);
vec3 diff = lightColor * max(dot(N, L), 0.0);
float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
return vec4(diff * att, 1.0);
} else {
return vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
return vec4(0.0);
}
}