diff options
author | Stanislaw Halik <sthalik@misaki.pl> | 2023-08-23 03:38:49 +0200 |
---|---|---|
committer | Stanislaw Halik <sthalik@misaki.pl> | 2023-08-23 03:40:04 +0200 |
commit | 0b1a4b61e6d1f7e88d12599853beeb12d0472c53 (patch) | |
tree | 884be9fb376ae2c1c3e7fd094069db3b33a60a6f /shaders | |
parent | 95115d88ffeadd734048129525c14632f089aaa5 (diff) |
wip
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/lightmap.cpp | 8 | ||||
-rw-r--r-- | shaders/lightmap.frag | 2 | ||||
-rw-r--r-- | shaders/lightmap.vert | 2 |
3 files changed, 3 insertions, 9 deletions
diff --git a/shaders/lightmap.cpp b/shaders/lightmap.cpp index 77c5bd6c..bd4d2ec6 100644 --- a/shaders/lightmap.cpp +++ b/shaders/lightmap.cpp @@ -256,14 +256,12 @@ void lightmap_shader::add_light(const light_s& light) auto center_clip = clip_start + center_fragcoord * clip_scale; // clip coordinates float alpha = light.color.a() / 255.f; - auto color = Vector3{light.color.rgb()} / 255.f; + auto color = (Vector3{light.color.rgb()} / 255.f) * alpha; setUniform(SamplerUniform, TextureSampler); - //setUniform(LightColorUniform, color * alpha); - setUniform(LightColorUniform, Vector3{1}); + setUniform(LightColorUniform, color * alpha); setUniform(SizeUniform, 1 / chunk_size); - //setUniform(CenterFragcoordUniform, center_fragcoord); - setUniform(CenterFragcoordUniform, Vector2{512}); + setUniform(CenterFragcoordUniform, center_fragcoord); setUniform(CenterClipUniform, center_clip); setUniform(IntensityUniform, I); setUniform(FalloffUniform, (uint32_t)light.falloff); diff --git a/shaders/lightmap.frag b/shaders/lightmap.frag index 6cf1d841..1f8c5e01 100644 --- a/shaders/lightmap.frag +++ b/shaders/lightmap.frag @@ -28,8 +28,6 @@ void main() { A = tmp*tmp / (L*L); } color = vec4(light_color.rgb, A); - //A += 0.2; - //color = vec4(vec3(A), 1); } else if (mode == 2) // blend { diff --git a/shaders/lightmap.vert b/shaders/lightmap.vert index 6c1e3d73..900038c4 100644 --- a/shaders/lightmap.vert +++ b/shaders/lightmap.vert @@ -16,7 +16,6 @@ layout (location = 0) in vec3 position; void main() { vec2 pos = position.xy; - /* if (mode == 0) { vec2 dir = pos - center_clip; @@ -27,6 +26,5 @@ void main() { pos += dir_norm * position.z * 4; } } - */ gl_Position = vec4(pos, 0, 1); } |