diff options
-rw-r--r-- | editor/imgui.cpp | 4 | ||||
-rw-r--r-- | shaders/lightmap.cpp | 8 | ||||
-rw-r--r-- | shaders/lightmap.frag | 2 | ||||
-rw-r--r-- | shaders/lightmap.vert | 2 |
4 files changed, 4 insertions, 12 deletions
diff --git a/editor/imgui.cpp b/editor/imgui.cpp index e0838d1c..ea76cc76 100644 --- a/editor/imgui.cpp +++ b/editor/imgui.cpp @@ -232,9 +232,7 @@ void app::draw_lightmap_test() { _testing_light = true; shader.begin_occlusion(); -#if 0 - shader.add_chunk(chunk_offset, e_->chunk()); -#endif + shader.add_chunk(Vector2{}, e_->chunk()); // todo add neighbors shader.end_occlusion(); shader.bind(); shader.add_light(L); 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); } |