mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
24 lines
776 B
GLSL
24 lines
776 B
GLSL
extern vec3 lightPosition;
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extern float lightRange;
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extern vec3 lightColor;
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extern vec3 lightAmbient;
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extern float lightSmooth;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec3 lightDirection = vec3(pixel_coords.xy, 0) - lightPosition.xyz;
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float distance = length(lightDirection);
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vec4 pixel = Texel(texture, texture_coords);
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vec3 normal = vec3(pixel.x, 1 - pixel.y, pixel.z);
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normal = mix(vec3(-1), vec3(1), normal);
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float att = 1 - distance / lightRange;
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if(distance < lightRange && pixel.a > 0.0) {
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return vec4(vec3(clamp(1 - dot(normal, lightDirection), 0.0, 1.0)) * lightColor * pow(att, lightSmooth) + lightAmbient, 1.0);
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} else if(pixel.a == 0.0) {
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return vec4(0.0);
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} else {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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} |