Merge pull request #45787 from JFonS/fix_spotlight_volumetric_fog
Fix volumetric fog for SpotLights
This commit is contained in:
commit
40d1694e4e
1 changed files with 12 additions and 12 deletions
|
@ -497,31 +497,31 @@ void main() {
|
|||
|
||||
uint light_index = 32 * i + bit;
|
||||
|
||||
vec3 light_pos = omni_lights.data[light_index].position;
|
||||
vec3 light_rel_vec = omni_lights.data[light_index].position - view_pos;
|
||||
vec3 light_pos = spot_lights.data[light_index].position;
|
||||
vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
|
||||
float d = length(light_rel_vec);
|
||||
float shadow_attenuation = 1.0;
|
||||
|
||||
if (d * omni_lights.data[light_index].inv_radius < 1.0) {
|
||||
float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
|
||||
if (d * spot_lights.data[light_index].inv_radius < 1.0) {
|
||||
float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
|
||||
|
||||
vec3 spot_dir = omni_lights.data[light_index].direction;
|
||||
float scos = max(dot(-normalize(light_rel_vec), spot_dir), omni_lights.data[light_index].cone_angle);
|
||||
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - omni_lights.data[light_index].cone_angle));
|
||||
attenuation *= 1.0 - pow(spot_rim, omni_lights.data[light_index].cone_attenuation);
|
||||
vec3 spot_dir = spot_lights.data[light_index].direction;
|
||||
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
|
||||
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
|
||||
attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
|
||||
|
||||
vec3 light = omni_lights.data[light_index].color / M_PI;
|
||||
vec3 light = spot_lights.data[light_index].color / M_PI;
|
||||
|
||||
if (omni_lights.data[light_index].shadow_enabled) {
|
||||
if (spot_lights.data[light_index].shadow_enabled) {
|
||||
//has shadow
|
||||
vec4 v = vec4(view_pos, 1.0);
|
||||
|
||||
vec4 splane = (omni_lights.data[light_index].shadow_matrix * v);
|
||||
vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
|
||||
splane /= splane.w;
|
||||
|
||||
float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
|
||||
|
||||
shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
|
||||
shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
|
||||
}
|
||||
|
||||
total_light += light * attenuation * shadow_attenuation;
|
||||
|
|
Loading…
Reference in a new issue