NORSPEC-314 fix discrepancies between alpha and non-alpha deferred point/spot atten

meow-7.2.2
Graham Linden 2013-07-24 08:26:28 -07:00
parent 4854444e24
commit 7e2c4cd91d
1 changed files with 22 additions and 14 deletions

View File

@ -85,7 +85,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
return vec3(a,a,a);
}
vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
{
//get light vector
vec3 lv = lp.xyz-v;
@ -93,7 +93,9 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
//get distance
float d = length(lv);
float da = 0.0;
float da = 1.0;
vec3 col = vec3(0);
if (d > 0.0 && la > 0.0 && fa > 0.0)
{
@ -102,20 +104,25 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
//distance attenuation
float dist = d/la;
da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
da *= da;
da *= 2.0;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
da *= max(dot(n, lv), 0.0);
da *= max(dot(n, lv), 0.0);
float lit = max(da * dist_atten,0.0);
col = light_col * lit * diffuse;
// no spec for alpha shader...
}
return vec3(da,da,da);
return max(col, vec3(0.0,0.0,0.0));
}
#if HAS_SHADOW
@ -321,15 +328,12 @@ void main()
color.rgb *= gamma_diff.rgb;
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
col = vec4(0,0,0,0);
#define LIGHT_LOOP(i) col.rgb += light_diffuse[i].rgb * calcPointLightOrSpotLight(pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
#define LIGHT_LOOP(i) col.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)
@ -338,8 +342,12 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
// keep it linear
//
color.rgb = srgb_to_linear(color.rgb) + col.rgb;
// ramp directly to display gamma as we're POST-deferred
//
color.rgb = pow(color.rgb,vec3(display_gamma));
#ifdef WATER_FOG