feat: shadows in fast pipeline & improve lights mix

This commit is contained in:
MihailRis
2025-05-10 14:12:52 +03:00
parent 30a0b81680
commit e158b384fa
9 changed files with 62 additions and 25 deletions
+6 -4
View File
@@ -12,7 +12,8 @@ out vec3 a_dir;
out vec3 a_normal;
out vec3 a_position;
out vec3 a_realnormal;
out vec4 a_color;
out vec4 a_torchLight;
out vec3 a_skyLight;
out vec4 a_modelpos;
uniform mat4 u_model;
@@ -38,13 +39,14 @@ void main() {
vec3 light = v_light.rgb;
float torchlight = calc_torch_light(a_modelpos.xyz);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
a_torchLight = vec4(pow(light + torchlight * u_torchlightColor, vec3(u_gamma)), 1.0f);
a_texCoord = v_texCoord;
a_dir = a_modelpos.xyz - u_cameraPos;
vec3 skyLightColor = pick_sky_color(u_skybox);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_skyLight = skyLightColor.rgb*v_light.a;
//a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a);
a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
a_fog = calc_fog(a_distance / 256.0);