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@@ -6,14 +6,14 @@
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* lightType should be 0.0,1.0,2.0, repectively for Directional, point and spot lights.
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* lightType should be 0.0,1.0,2.0, repectively for Directional, point and spot lights.
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* Outputs the light direction and the light half vector.
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* Outputs the light direction and the light half vector.
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*/
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*/
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-void lightComputeDir(in vec3 worldPos, in float ligthType, in vec4 position, out vec4 lightDir, out vec3 lightVec){
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- float posLight = step(0.5, ligthType);
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+void lightComputeDir(in vec3 worldPos, in float lightType, in vec4 position, out vec4 lightDir, out vec3 lightVec){
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+ float posLight = step(0.5, lightType);
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vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
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vec3 tempVec = position.xyz * sign(posLight - 0.5) - (worldPos * posLight);
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lightVec = tempVec;
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lightVec = tempVec;
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float dist = length(tempVec);
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float dist = length(tempVec);
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#ifdef SRGB
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#ifdef SRGB
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lightDir.w = (1.0 - position.w * dist) / (1.0 + position.w * dist * dist);
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lightDir.w = (1.0 - position.w * dist) / (1.0 + position.w * dist * dist);
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- lightDir.w = clamp(lightDir.w, 0.0, 1.0);
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+ lightDir.w = clamp(lightDir.w, 1.0 - posLight, 1.0);
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#else
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#else
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lightDir.w = clamp(1.0 - position.w * dist * posLight, 0.0, 1.0);
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lightDir.w = clamp(1.0 - position.w * dist * posLight, 0.0, 1.0);
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#endif
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#endif
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