Make lights more intuitive

This commit is contained in:
schmelczerandras 2020-09-17 15:47:46 +02:00
parent 7bbb5f2d96
commit adbd933955
4 changed files with 24 additions and 43 deletions

View file

@ -3,7 +3,7 @@
precision lowp float;
#define INFINITY 1000.0
#define LIGHT_DROP_INSIDE_RATIO 0.5
#define INTENSITY_INSIDE_RATIO 0.5
#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
#define SHADOW_HARDNESS 150.0
#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
@ -71,23 +71,23 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[CIRCLE_LIGHT_COUNT] circleLights;
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
return light.color / pow(
lightCenterDistance / light.intensity + 1.0, 2.0
);
}
vec3 colorInPositionInside(CircleLight light) {
float lightCenterDistance = distance(light.center, position);
return light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
return light.color / pow(
lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
@ -96,8 +96,8 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[FLASHLIGHT_COUNT] flashlights;
in vec2[FLASHLIGHT_COUNT] flashlightDirections;
@ -108,15 +108,15 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / light.lightDrop + 1.0, 2.0
return intensityInDirection(light.direction, positionDirection) * light.color / pow(
lightCenterDistance / light.intensity + 1.0, 2.0
);
}
vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
float lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.value / pow(
lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
return intensityInDirection(light.direction, positionDirection) * light.color / pow(
lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif

View file

@ -15,8 +15,8 @@ uniform vec2 squareToAspectRatio;
#if CIRCLE_LIGHT_COUNT > 0
uniform struct CircleLight {
vec2 center;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[CIRCLE_LIGHT_COUNT] circleLights;
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
@ -26,8 +26,8 @@ uniform vec2 squareToAspectRatio;
uniform struct Flashlight {
vec2 center;
vec2 direction;
float lightDrop;
vec3 value;
float intensity;
vec3 color;
}[FLASHLIGHT_COUNT] flashlights;
out vec2[FLASHLIGHT_COUNT] flashlightDirections;