NORSPEC-314 fix discrepancies between alpha and non-alpha deferred point/spot atten
parent
4854444e24
commit
7e2c4cd91d
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@ -85,7 +85,7 @@ vec3 calcDirectionalLight(vec3 n, vec3 l)
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return vec3(a,a,a);
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}
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vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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@ -93,7 +93,9 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
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//get distance
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float d = length(lv);
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float da = 0.0;
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float da = 1.0;
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vec3 col = vec3(0);
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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@ -102,20 +104,25 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
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//distance attenuation
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float dist = d/la;
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da = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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da *= da;
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da *= 2.0;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= max(dot(n, lv), 0.0);
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da *= max(dot(n, lv), 0.0);
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float lit = max(da * dist_atten,0.0);
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col = light_col * lit * diffuse;
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// no spec for alpha shader...
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}
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return vec3(da,da,da);
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return max(col, vec3(0.0,0.0,0.0));
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}
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#if HAS_SHADOW
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@ -321,15 +328,12 @@ void main()
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color.rgb *= gamma_diff.rgb;
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color.rgb = atmosLighting(color.rgb);
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color.rgb = scaleSoftClip(color.rgb);
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color.rgb = srgb_to_linear(color.rgb);
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col = vec4(0,0,0,0);
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#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);
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#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);
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LIGHT_LOOP(1)
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LIGHT_LOOP(2)
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LIGHT_LOOP(3)
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@ -338,8 +342,12 @@ void main()
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LIGHT_LOOP(6)
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LIGHT_LOOP(7)
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color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
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// keep it linear
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//
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color.rgb = srgb_to_linear(color.rgb) + col.rgb;
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// ramp directly to display gamma as we're POST-deferred
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//
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color.rgb = pow(color.rgb,vec3(display_gamma));
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#ifdef WATER_FOG
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