WIP, falloff things.
# Conflicts: # resources/Schema/Components/PointLight.xsd # resources/Shaders/ForwardPlus.frag.glsl
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@@ -56,7 +56,7 @@ struct LightResult {
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist) {
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float CalcAttenuation(float radius, float dist, float falloff) {
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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}
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@@ -71,13 +71,13 @@ vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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return lightColor * power;
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}
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LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal)
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LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist);
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float attenuation = CalcAttenuation(lightRadius, dist, falloff);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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@@ -108,7 +108,7 @@ void main()
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{
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int l = int(LightIndex[i]);
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LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal);
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LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal, PointLights.List[i].Falloff);
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totalLighting.Diffuse += result.Diffuse;
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totalLighting.Specular += result.Specular;
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