center handheld light to eyePosition when using iris. make lightmap handheld lights not function when floodfill is enabled

This commit is contained in:
Xonk
2024-07-08 20:12:05 -04:00
parent cdd12d441e
commit c169916c40
4 changed files with 28 additions and 10 deletions

View File

@ -275,7 +275,7 @@ vec4 texture2D_POMSwitch(
}
}
uniform vec3 eyePosition;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -315,8 +315,14 @@ void main() {
float torchlightmap = lmtexcoord.z;
#ifdef Hand_Held_lights
if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(worldpos-cameraPosition)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
#if defined Hand_Held_lights && !defined LPV_ENABLED
#ifdef IS_IRIS
vec3 playerCamPos = eyePosition;
#else
vec3 playerCamPos = cameraPosition;
#endif
if(HELD_ITEM_BRIGHTNESS > 0.0) torchlightmap = max(torchlightmap, HELD_ITEM_BRIGHTNESS * clamp( pow(max(1.0-length(worldpos-playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
#ifdef HAND
torchlightmap *= 0.9;
@ -351,8 +357,6 @@ void main() {
if(!ifPOM) maxdist = 0.0;
gl_FragDepth = gl_FragCoord.z;
// coord += noise*interval;
// float sumVec = noise;
if (dist < maxdist) {
float depthmap = readNormal(vtexcoord.st).a;