mirror of https://github.com/AxioDL/metaforce.git
Consistent lighting clamping
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cf9062bba5
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89906be162
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@ -77,14 +77,15 @@ FOG_STRUCT_GLSL
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" {\n"
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" {\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
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" vec3 deltaNorm = delta / dist;\n"
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" float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * angAtt * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
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" ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" return clamp(ret, 0.0, 1.0);\n"
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" return clamp(ret, 0.0, 1.0);\n"
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@ -127,31 +128,33 @@ static std::string_view LightingShadowGLSL =
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" \n"
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" \n"
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" vec3 delta = mvPosIn - lights[0].pos.xyz;\n"
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" vec3 delta = mvPosIn - lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[0].dir.xyz), 0.0, 1.0);\n"
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" vec3 deltaNorm = delta / dist;\n"
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" float angDot = max(dot(deltaNorm, lights[0].dir.xyz), 0.0);\n"
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" float att = 1.0 / (lights[0].linAtt[2] * dist * dist +\n"
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" float att = 1.0 / (lights[0].linAtt[2] * dist * dist +\n"
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" lights[0].linAtt[1] * dist +\n"
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" lights[0].linAtt[1] * dist +\n"
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" lights[0].linAtt[0]);\n"
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" lights[0].linAtt[0]);\n"
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" float angAtt = lights[0].angAtt[2] * angDot * angDot +\n"
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" float angAtt = lights[0].angAtt[2] * angDot * angDot +\n"
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" lights[0].angAtt[1] * angDot +\n"
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" lights[0].angAtt[1] * angDot +\n"
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" lights[0].angAtt[0];\n"
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" lights[0].angAtt[0];\n"
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" ret += lights[0].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0) *\n"
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" ret += lights[0].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0) *\n"
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" texture(extTex7, shadowUV).r;\n"
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" texture(extTex7, shadowUV).r;\n"
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" \n"
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" \n"
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" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" {\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta), lights[i].dir.xyz), 0.0, 1.0);\n"
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" vec3 deltaNorm = delta / dist;\n"
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" float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * clamp(angAtt, 0.0, 1.0) * att * clamp(dot(normalize(-delta), mvNormIn), 0.0, 1.0);\n"
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" ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" return ret;\n"
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" return clamp(ret, 0.0, 1.0);\n"
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"}\n"sv;
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"}\n"sv;
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static std::string_view MainPostGLSL =
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static std::string_view MainPostGLSL =
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@ -86,7 +86,7 @@ FOG_STRUCT_HLSL
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" ret += lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" ret += lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" return ret;\n"
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" return saturate(ret);\n"
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"}\n"sv;
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"}\n"sv;
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static std::string_view LightingShadowHLSL =
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static std::string_view LightingShadowHLSL =
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@ -86,7 +86,7 @@ FOG_STRUCT_METAL
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" ret += lu.lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" ret += lu.lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" return ret;\n"
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" return saturate(ret);\n"
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"}\n"sv;
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"}\n"sv;
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static std::string_view LightingShadowMetal =
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static std::string_view LightingShadowMetal =
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@ -203,17 +203,18 @@ static const char* FS =
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" {\n"
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" {\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" vec3 delta = mvPosIn - lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float dist = length(delta);\n"
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" float angDot = clamp(dot(normalize(delta).xyz, lights[i].dir.xyz), 0.0, 1.0);\n"
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" vec3 deltaNorm = delta / dist;\n"
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" float angDot = max(dot(deltaNorm, lights[i].dir.xyz), 0.0);\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" float att = 1.0 / (lights[i].linAtt[2] * dist * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[1] * dist +\n"
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" lights[i].linAtt[0]);\n"
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" lights[i].linAtt[0]);\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" float angAtt = lights[i].angAtt[2] * angDot * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[1] * angDot +\n"
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" lights[i].angAtt[0];\n"
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" lights[i].angAtt[0];\n"
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" ret += lights[i].color * angAtt * att * clamp(dot(normalize(-delta).xyz, mvNormIn), 0.0, 1.0);\n"
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" ret += lights[i].color * angAtt * att * max(dot(-deltaNorm, mvNormIn), 0.0);\n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" return ret;\n"
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" return clamp(ret, 0.0, 1.0);\n"
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"}\n"
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"}\n"
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"\n"
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"\n"
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"struct VertToFrag\n"
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"struct VertToFrag\n"
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@ -249,7 +249,7 @@ static const char* FS =
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" ret += lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" ret += lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" return ret;\n"
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" return saturate(ret);\n"
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"}\n"
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"}\n"
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"\n"
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"\n"
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"struct VertToFrag\n"
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"struct VertToFrag\n"
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@ -233,7 +233,7 @@ static const char* FS =
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" ret += lu.lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" ret += lu.lights[i].color * angAtt * att * saturate(dot(normalize(-delta), mvNormIn));\n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" return ret;\n"
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" return saturate(ret);\n"
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"}\n"
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"}\n"
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"\n"
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"\n"
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"struct VertToFrag\n"
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"struct VertToFrag\n"
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