1
0
Fork 0

improve lighting

This commit is contained in:
Sen 2025-08-29 12:20:34 +02:00
parent 401f9dbe34
commit 995bc4c42f
Signed by: sen
GPG key ID: 3AC50A6F47D1B722
4 changed files with 70 additions and 46 deletions

View file

@ -20,11 +20,13 @@ uniform vec3 specular;
uniform float max_vert_dist;
uniform float max_cam_dist;
uniform float light_factor;
uniform vec3 dir_direction;
uniform vec3 dir_ambient;
uniform vec3 block_ambient;
uniform vec3 sun_direction;
uniform vec3 sun_ambient;
uniform vec3 moon_direction;
uniform vec3 moon_ambient;
uniform int n_lights;
uniform bool sky_light;
uniform bool moon_light;
uniform light_block {
light_t lights[MAX_LIGHTS];
};
@ -42,14 +44,14 @@ vec4 pcf_sample(sampler2D stex, vec2 pos) {
}
*/
vec3 calc_dir_light(vec3 norm, vec3 dir, vec3 rgb) {
vec3 ldir = normalize(-dir_direction);
vec3 calc_dir_light(vec3 norm, vec3 dir, vec3 rgb, vec3 direction, vec3 color) {
vec3 ldir = normalize(-direction);
float diff = max(dot(norm, ldir), 0.0);
vec3 rdir = reflect(-ldir, norm);
float spec = pow(max(dot(dir, rdir), 0.0), shine);
vec3 ambient = dir_ambient * rgb + clamp(vec3(0.0), 0.0, 1.0);
vec3 diffuse = dir_ambient * 0.125 * diff * rgb;
vec3 specular = dir_ambient * 1.25 * spec * specular * rgb;
vec3 ambient = color * rgb + clamp(vec3(0.0), 0.0, 1.0);
vec3 diffuse = color * 0.125 * diff * rgb;
vec3 specular = color * 1.25 * spec * specular * rgb;
return (ambient + diffuse + specular);
}
@ -75,17 +77,14 @@ void main() {
vec3 dir = normalize(cam_pos - vertex);
vec4 texel = texture(tex, tex_coord);
float sky = sky_light ? vertex.y < 0.0 ? 0.0 : (vertex.y < 64.0 ? vertex.y / 64.0 : 1.0) : 1.0;
// float block = clamp(0.03125 + lm_coord.x * 256.0, 0.0, 1.0);
// vec3 lm = block * block_ambient;
vec3 rgb = texel.rgb; // * brightness;
vec3 result = rgb * light_color.rgb + calc_dir_light(norm, dir, rgb * sky * (1.0 - light_color.a * 0.5));
// int l = 0;
vec3 rgb = texel.rgb;
vec3 direct = rgb * sky * (1.0 - light_color.a * 0.5);
vec3 result = rgb * light_color.rgb + calc_dir_light(norm, dir, direct, sun_direction, sun_ambient);
if(moon_light)
result += calc_dir_light(norm, dir, direct, moon_direction, moon_ambient);
for(int z = 0; z < n_lights; z++) {
// if(lights[z].enabled) {
if(distance(vertex, lights[z].position.xyz) <= max_vert_dist && distance(cam_pos, lights[z].position.xyz) <= max_cam_dist)
result += calc_point_light(lights[z], norm, dir, rgb);
// l++;
// }
}
FragColor = vec4(result, texel.a);
}