OpenGL2: Some shader cleanup

This commit is contained in:
SmileTheory 2013-09-16 23:41:04 -07:00
parent 5985cca2e6
commit 42501db862
3 changed files with 57 additions and 43 deletions

View file

@ -130,6 +130,29 @@ vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
#endif
float CalcLightAttenuation(vec3 dir, float sqrRadius)
{
// point light at >0 radius, directional otherwise
float point = float(sqrRadius > 0.0);
// inverse square light
float attenuation = sqrRadius / dot(dir, dir);
// zero light at radius, approximating q3 style
// also don't attenuate directional light
attenuation = (0.5 * attenuation - 1.5) * point + 1.0;
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= float(attenuation > 0.0);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
return attenuation;
}
void main()
{
#if defined(USE_VERTEX_ANIMATION)
@ -187,24 +210,7 @@ void main()
#endif
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
// inverse square light
float attenuation = u_LightRadius * u_LightRadius / dot(L, L);
// zero light at radius, approximating q3 style
attenuation = 0.5 * attenuation - 0.5;
//attenuation = 0.0697168 * attenuation;
//attenuation *= step(0.294117, attenuation);
// clamp attenuation
#if defined(NO_LIGHT_CLAMP)
attenuation *= step(0.0, attenuation);
#else
attenuation = clamp(attenuation, 0.0, 1.0);
#endif
// don't attenuate directional light
attenuation = (attenuation - 1.0) * u_LightOrigin.w + 1.0;
float attenuation = CalcLightAttenuation(L, u_LightRadius * u_LightRadius);
float NL = clamp(dot(normal, normalize(L)), 0.0, 1.0);
var_Color.rgb *= u_DirectedLight * attenuation * NL + u_AmbientLight;