Update #35 - Fixes, improved dynamic lighting

This commit is contained in:
lax1dude
2024-06-16 16:47:12 -07:00
parent ad3579659d
commit 77c6c217f4
42 changed files with 385 additions and 172 deletions

View File

@ -48,7 +48,9 @@ void main() {
}
vec4 light;
float blockLight = v_lightmap2f.x;
float diffuse = 0.0;
float len;
if(u_dynamicLightCount1i > 0) {
vec4 worldPosition4f = u_inverseViewMatrix4f * v_position4f;
worldPosition4f.xyz /= worldPosition4f.w;
@ -57,11 +59,13 @@ void main() {
for(int i = 0; i < safeLightCount; ++i) {
light = u_dynamicLightArray[i];
light.xyz = light.xyz - worldPosition4f.xyz;
diffuse += max(dot(normalize(light.xyz), normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - sqrt(dot(light.xyz, light.xyz)), 0.0);
len = length(light.xyz);
diffuse += max(dot(light.xyz / len, normalVector3f) * 0.8 + 0.2, 0.0) * max(light.w - len, 0.0);
}
blockLight = min(blockLight + diffuse * 0.066667, 1.0);
}
color *= texture(u_lightmapTexture, vec2(min(v_lightmap2f.x + diffuse * 0.066667, 1.0), v_lightmap2f.y));
color *= texture(u_lightmapTexture, vec2(blockLight, v_lightmap2f.y));
output4f = color;
}