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-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl24
1 files changed, 12 insertions, 12 deletions
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 4cbea055fa..e7ba8feb80 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -497,31 +497,31 @@ void main() {
uint light_index = 32 * i + bit;
- vec3 light_pos = omni_lights.data[light_index].position;
- vec3 light_rel_vec = omni_lights.data[light_index].position - view_pos;
+ vec3 light_pos = spot_lights.data[light_index].position;
+ vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
float d = length(light_rel_vec);
float shadow_attenuation = 1.0;
- if (d * omni_lights.data[light_index].inv_radius < 1.0) {
- float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
+ if (d * spot_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
- vec3 spot_dir = omni_lights.data[light_index].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), omni_lights.data[light_index].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - omni_lights.data[light_index].cone_angle));
- attenuation *= 1.0 - pow(spot_rim, omni_lights.data[light_index].cone_attenuation);
+ vec3 spot_dir = spot_lights.data[light_index].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
+ attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
- vec3 light = omni_lights.data[light_index].color / M_PI;
+ vec3 light = spot_lights.data[light_index].color / M_PI;
- if (omni_lights.data[light_index].shadow_enabled) {
+ if (spot_lights.data[light_index].shadow_enabled) {
//has shadow
vec4 v = vec4(view_pos, 1.0);
- vec4 splane = (omni_lights.data[light_index].shadow_matrix * v);
+ vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
splane /= splane.w;
float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
}
total_light += light * attenuation * shadow_attenuation;