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Commit 7e2c4cd9 authored by Graham Linden's avatar Graham Linden
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NORSPEC-314 fix discrepancies between alpha and non-alpha deferred point/spot atten

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