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fix flashlight specular with forward rendered stuff. add settings for flashlight brightness and brightness falloff
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@ -99,10 +99,10 @@ vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in v
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float shiftedLinearDistance = length(scaledViewPos);
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float lightFalloff = 1.0 - clamp(1.0-linearDistance/FLASHLIGHT_RANGE, -0.999,1.0);
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lightFalloff = max(exp(-10.0 * lightFalloff),0.0);
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lightFalloff = max(exp(-10.0 * FLASHLIGHT_BRIGHTNESS_FALLOFF_MULT * lightFalloff),0.0);
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#if defined FLASHLIGHT_SPECULAR && (defined DEFERRED_SPECULAR || defined FORWARD_SPECULAR)
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float flashLightSpecular = lightFalloff * exp2(-7.0*shiftedLinearDistance*shiftedLinearDistance);
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float flashLightSpecular = lightFalloff * exp2(-7.0*shiftedLinearDistance*shiftedLinearDistance) * FLASHLIGHT_BRIGHTNESS_MULT;
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flashLightSpecularData = vec4(normalize(shiftedPlayerPos), flashLightSpecular);
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#endif
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@ -111,7 +111,7 @@ vec3 calculateFlashlight(in vec2 texcoord, in vec3 viewPos, in vec3 albedo, in v
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float lenseShape = (pow(abs(pow(abs(projectedCircle-1.0),2.0)*2.0 - 0.5),2.0) + lenseDirt*0.2) * 10.0;
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float offsetNdotL = clamp(dot(-normal, normalize(shiftedPlayerPos)),0,1);
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vec3 flashlightDiffuse = vec3(1.0) * lightFalloff * offsetNdotL * pow(1.0-pow(1.0-projectedCircle,2),2) * lenseShape;
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vec3 flashlightDiffuse = vec3(1.0) * lightFalloff * offsetNdotL * pow(1.0-pow(1.0-projectedCircle,2),2) * lenseShape * FLASHLIGHT_BRIGHTNESS_MULT;
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if(hand){
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flashlightDiffuse = vec3(0.0);
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