mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
226 lines
6.3 KiB
Lua
226 lines
6.3 KiB
Lua
local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
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local class = require(_PACKAGE.."/class")
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local stencils = require(_PACKAGE..'/stencils')
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local util = require(_PACKAGE..'/util')
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local light = class()
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light.shader = love.graphics.newShader(_PACKAGE.."/shaders/poly_shadow.glsl")
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light.normalShader = love.graphics.newShader(_PACKAGE.."/shaders/normal.glsl")
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light.normalInvertShader = love.graphics.newShader(_PACKAGE.."/shaders/normal_invert.glsl")
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function light:init(x, y, r, g, b, range)
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self.direction = 0
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self.angle = math.pi * 2.0
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self.range = 0
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self.x = x or 0
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self.y = y or 0
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self.z = 15
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self.red = r or 255
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self.green = g or 255
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self.blue = b or 255
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self.range = range or 300
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self.smooth = 1.0
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self.glowSize = 0.1
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self.glowStrength = 0.0
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self.visible = true
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self:refresh()
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end
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function light:refresh(w, h)
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w, h = w or love.window.getWidth(), h or love.window.getHeight()
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self.shadow = love.graphics.newCanvas(w, h)
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self.shine = love.graphics.newCanvas(w, h)
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end
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-- set position
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function light:setPosition(x, y, z)
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if x ~= self.x or y ~= self.y or (z and z ~= self.z) then
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self.x = x
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self.y = y
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if z then
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self.z = z
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end
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end
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end
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-- get x
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function light:getX()
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return self.x
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end
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-- get y
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function light:getY()
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return self.y
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end
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-- set x
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function light:setX(x)
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if x ~= self.x then
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self.x = x
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end
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end
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-- set y
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function light:setY(y)
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if y ~= self.y then
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self.y = y
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end
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end
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-- set color
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function light:setColor(red, green, blue)
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self.red = red
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self.green = green
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self.blue = blue
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end
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-- set range
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function light:setRange(range)
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if range ~= self.range then
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self.range = range
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end
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end
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-- set direction
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function light:setDirection(direction)
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if direction ~= self.direction then
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if direction > math.pi * 2 then
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self.direction = math.mod(direction, math.pi * 2)
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elseif direction < 0.0 then
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self.direction = math.pi * 2 - math.mod(math.abs(direction), math.pi * 2)
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else
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self.direction = direction
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end
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end
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end
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-- set angle
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function light:setAngle(angle)
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if angle ~= self.angle then
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if angle > math.pi then
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self.angle = math.mod(angle, math.pi)
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elseif angle < 0.0 then
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self.angle = math.pi - math.mod(math.abs(angle), math.pi)
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else
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self.angle = angle
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end
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end
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end
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-- set glow size
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function light:setSmooth(smooth)
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self.smooth = smooth
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end
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-- set glow size
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function light:setGlowSize(size)
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self.glowSize = size
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end
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-- set glow strength
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function light:setGlowStrength(strength)
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self.glowStrength = strength
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end
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function light:inRange(l,t,w,h)
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return self.x + self.range > l and
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self.x - self.range < (l+w) and
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self.y + self.range > t and
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self.y - self.range < (t+h)
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end
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function light:drawShadow(l,t,w,h,s,bodies, canvas)
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if self.visible and self:inRange(l,t,w,h) then
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-- calculate shadows
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local shadow_geometry = {}
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for i = 1, #bodies do
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local current = bodies[i]:calculateShadow(self)
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if current ~= nil then
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shadow_geometry[#shadow_geometry + 1] = current
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end
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end
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-- draw shadow
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self.shadow:clear()
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util.drawto(self.shadow, l, t, s, function()
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self.shader:send("lightPosition", {self.x*s, (h/s - self.y)*s, self.z})
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self.shader:send("lightRange", self.range)
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self.shader:send("lightColor", {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.shader:send("lightSmooth", self.smooth)
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self.shader:send("lightGlow", {1.0 - self.glowSize, self.glowStrength})
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self.shader:send("lightAngle", math.pi - self.angle / 2.0)
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self.shader:send("lightDirection", self.direction)
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love.graphics.setShader(self.shader)
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love.graphics.setInvertedStencil(stencils.shadow(shadow_geometry, bodies))
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love.graphics.setBlendMode("additive")
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love.graphics.rectangle("fill", -l/s,-t/s,w/s,h/s)
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-- draw color shadows
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love.graphics.setBlendMode("multiplicative")
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love.graphics.setShader()
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for k = 1,#shadow_geometry do
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if shadow_geometry[k].alpha < 1.0 then
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love.graphics.setColor(
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shadow_geometry[k].red * (1.0 - shadow_geometry[k].alpha),
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shadow_geometry[k].green * (1.0 - shadow_geometry[k].alpha),
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shadow_geometry[k].blue * (1.0 - shadow_geometry[k].alpha)
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)
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love.graphics.polygon("fill", unpack(shadow_geometry[k]))
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end
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end
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for k = 1, #bodies do
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bodies[k]:drawShadow(self,l,t,w,h,s)
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end
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end)
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-- update shine
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self.shine:clear(255, 255, 255)
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util.drawto(self.shine, l, t, s, function()
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love.graphics.setShader(self.shader)
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love.graphics.setBlendMode("alpha")
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love.graphics.setStencil(stencils.colorShadow(bodies))
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love.graphics.rectangle("fill", -l/s,-t/s,w/s,h/s)
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end)
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love.graphics.setStencil()
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love.graphics.setShader()
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util.drawCanvasToCanvas(self.shadow, canvas, {blendmode = "additive"})
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end
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end
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function light:drawShine(canvas)
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if self.visible then
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util.drawCanvasToCanvas(self.shine, canvas)
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end
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end
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function light:drawPixelShadow(l,t,w,h, normalMap, canvas)
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if self.visible then
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if self.normalInvert then
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self.normalInvertShader:send('screenResolution', {w, h})
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self.normalInvertShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.normalInvertShader:send('lightPosition',{self.x, lh - self.y, self.z / 255.0})
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self.normalInvertShader:send('lightRange',{self.range})
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self.normalInvertShader:send("lightSmooth", self.smooth)
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self.normalInvertShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.normalInvertShader:send("lightDirection", self.direction)
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util.drawCanvasToCanvas(normalMap, canvas, {shader = self.normalInvertShader})
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else
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self.normalShader:send('screenResolution', {w, h})
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self.normalShader:send('lightColor', {self.red / 255.0, self.green / 255.0, self.blue / 255.0})
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self.normalShader:send('lightPosition',{self.x, h - self.y, self.z / 255.0})
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self.normalShader:send('lightRange',{self.range})
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self.normalShader:send("lightSmooth", self.smooth)
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self.normalShader:send("lightAngle", math.pi - self.angle / 2.0)
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self.normalShader:send("lightDirection", self.direction)
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util.drawCanvasToCanvas(normalMap, canvas, {shader = self.normalShader})
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end
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end
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end
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return light
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