diff options
author | clayjohn <claynjohn@gmail.com> | 2022-09-28 11:45:08 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-09-28 11:46:58 -0700 |
commit | 1a0890122f0b5985d9fb15eac07fb9cc27aceb45 (patch) | |
tree | 3e22c98803f3b262a77d28ab887da867bf29f762 /servers/rendering/renderer_rd/shaders | |
parent | 14e1f36e614686f3fea0c74fac3624d1027dd5cc (diff) |
Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/canvas.glsl | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index f24d90a032..45dc63aa17 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -313,6 +313,14 @@ vec4 light_compute( vec2 uv, vec4 color, bool is_directional) { vec4 light = vec4(0.0); + vec3 light_direction = vec3(0.0); + + if (is_directional) { + light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z)); + light_position = vec3(0.0); + } else { + light_direction = normalize(light_position - light_vertex); + } #CODE : LIGHT @@ -686,7 +694,6 @@ void main() { vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height); vec3 pos = light_vertex; vec3 light_vec = normalize(light_pos - pos); - float cNdotL = max(0.0, dot(normal, light_vec)); light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used); } |