Fix volumetric fog for SpotLights

The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
This commit is contained in:
jfons 2021-02-07 03:34:10 +01:00
parent 58fc0f759b
commit 9c6b081ab1

View file

@ -497,31 +497,31 @@ void main() {
uint light_index = 32 * i + bit; uint light_index = 32 * i + bit;
vec3 light_pos = omni_lights.data[light_index].position; vec3 light_pos = spot_lights.data[light_index].position;
vec3 light_rel_vec = omni_lights.data[light_index].position - view_pos; vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
float d = length(light_rel_vec); float d = length(light_rel_vec);
float shadow_attenuation = 1.0; float shadow_attenuation = 1.0;
if (d * omni_lights.data[light_index].inv_radius < 1.0) { if (d * spot_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); 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; vec3 spot_dir = spot_lights.data[light_index].direction;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), omni_lights.data[light_index].cone_angle); 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 - omni_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, omni_lights.data[light_index].cone_attenuation); 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 //has shadow
vec4 v = vec4(view_pos, 1.0); 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; splane /= splane.w;
float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; 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; total_light += light * attenuation * shadow_attenuation;