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

@ -430,6 +430,8 @@ void Emission(
if( Emission < 254.5/255.0) Lighting = mix(Lighting, Albedo * Emissive_Brightness * autoBrightnessAdjust * 0.1, pow(Emission, Emissive_Curve)); // old method.... idk why
}
uniform vec3 eyePosition;
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
//////////////////////////////VOID MAIN//////////////////////////////
@ -586,8 +588,13 @@ if (gl_FragCoord.x * texelSize.x < 1.0 && gl_FragCoord.y * texelSize.y < 1.0 )
lightmap.y = 1.0;
#endif
#ifdef Hand_Held_lights
lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length(feetPlayerPos)/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
lightmap.x = max(lightmap.x, HELD_ITEM_BRIGHTNESS*clamp( pow(max(1.0-length((feetPlayerPos+cameraPosition) - playerCamPos)/HANDHELD_LIGHT_RANGE,0.0),1.5),0.0,1.0));
#endif
vec3 Indirect_lighting = vec3(0.0);