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@@ -345,6 +345,7 @@ void light_compute(
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inout vec4 light_color,
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vec2 light_uv,
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inout vec4 shadow_color,
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+ inout vec2 shadow_vec,
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vec3 normal,
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vec2 uv,
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#if defined(SCREEN_UV_USED)
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@@ -512,6 +513,7 @@ FRAGMENT_SHADER_CODE
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#ifdef USE_LIGHTING
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vec2 light_vec = transformed_light_uv;
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+ vec2 shadow_vec = transformed_light_uv;
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if (normal_used) {
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normal.xy = mat2(local_rot.xy, local_rot.zw) * normal.xy;
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@@ -539,6 +541,7 @@ FRAGMENT_SHADER_CODE
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real_light_color,
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light_uv,
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real_light_shadow_color,
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+ shadow_vec,
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normal,
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uv,
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#if defined(SCREEN_UV_USED)
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@@ -557,11 +560,16 @@ FRAGMENT_SHADER_CODE
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color *= light;
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#ifdef USE_SHADOWS
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- // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
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- // makes sense to compute shadows from there.
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- light_vec = light_uv_interp.zw;
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-
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- float angle_to_light = -atan(light_vec.x, light_vec.y);
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+#ifdef SHADOW_VEC_USED
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+ mat3 inverse_light_matrix = mat3(light_matrix);
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+ inverse_light_matrix[0] = normalize(inverse_light_matrix[0]);
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+ inverse_light_matrix[1] = normalize(inverse_light_matrix[1]);
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+ inverse_light_matrix[2] = normalize(inverse_light_matrix[2]);
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+ shadow_vec = (mat3(inverse_light_matrix) * vec3(shadow_vec, 0.0)).xy;
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+#else
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+ shadow_vec = light_uv_interp.zw;
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+#endif
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+ float angle_to_light = -atan(shadow_vec.x, shadow_vec.y);
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float PI = 3.14159265358979323846264;
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/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
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float ang*/
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@@ -572,18 +580,18 @@ FRAGMENT_SHADER_CODE
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vec2 point;
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float sh;
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if (abs_angle < 45.0 * PI / 180.0) {
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- point = light_vec;
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+ point = shadow_vec;
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sh = 0.0 + (1.0 / 8.0);
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} else if (abs_angle > 135.0 * PI / 180.0) {
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- point = -light_vec;
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+ point = -shadow_vec;
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sh = 0.5 + (1.0 / 8.0);
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} else if (angle_to_light > 0.0) {
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- point = vec2(light_vec.y, -light_vec.x);
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+ point = vec2(shadow_vec.y, -shadow_vec.x);
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sh = 0.25 + (1.0 / 8.0);
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} else {
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- point = vec2(-light_vec.y, light_vec.x);
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+ point = vec2(-shadow_vec.y, shadow_vec.x);
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sh = 0.75 + (1.0 / 8.0);
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}
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