From 6b90d7f1daef9b03e0700342493fc43605d6ccc9 Mon Sep 17 00:00:00 2001 From: Alexei Kotov Date: Tue, 30 Apr 2024 16:26:10 +0300 Subject: [PATCH] Deobfuscate lighting illumination calculation --- files/shaders/lib/light/lighting_util.glsl | 50 ++++++++++++++++++---- 1 file changed, 41 insertions(+), 9 deletions(-) diff --git a/files/shaders/lib/light/lighting_util.glsl b/files/shaders/lib/light/lighting_util.glsl index afa38af86b..059f024b4a 100644 --- a/files/shaders/lib/light/lighting_util.glsl +++ b/files/shaders/lib/light/lighting_util.glsl @@ -59,6 +59,39 @@ uniform int PointLightCount; #endif +float lcalcConstantAttenuation(int lightIndex) +{ +#if @lightingMethodPerObjectUniform + return @getLight[lightIndex][0].w; +#elif @lightingMethodUBO + return @getLight[lightIndex].attenuation.x; +#else + return @getLight[lightIndex].constantAttenuation; +#endif +} + +float lcalcLinearAttenuation(int lightIndex) +{ +#if @lightingMethodPerObjectUniform + return @getLight[lightIndex][1].w; +#elif @lightingMethodUBO + return @getLight[lightIndex].attenuation.y; +#else + return @getLight[lightIndex].linearAttenuation; +#endif +} + +float lcalcQuadraticAttenuation(int lightIndex) +{ +#if @lightingMethodPerObjectUniform + return @getLight[lightIndex][2].w; +#elif @lightingMethodUBO + return @getLight[lightIndex].attenuation.z; +#else + return @getLight[lightIndex].quadraticAttenuation; +#endif +} + #if !@lightingMethodFFP float lcalcRadius(int lightIndex) { @@ -70,17 +103,16 @@ float lcalcRadius(int lightIndex) } #endif -float lcalcIllumination(int lightIndex, float lightDistance) +float lcalcIllumination(int lightIndex, float dist) { -#if @lightingMethodPerObjectUniform - float illumination = clamp(1.0 / (@getLight[lightIndex][0].w + @getLight[lightIndex][1].w * lightDistance + @getLight[lightIndex][2].w * lightDistance * lightDistance), 0.0, 1.0); - return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0))); -#elif @lightingMethodUBO - float illumination = clamp(1.0 / (@getLight[lightIndex].attenuation.x + @getLight[lightIndex].attenuation.y * lightDistance + @getLight[lightIndex].attenuation.z * lightDistance * lightDistance), 0.0, 1.0); - return (illumination * (1.0 - quickstep((lightDistance / lcalcRadius(lightIndex)) - 1.0))); -#else - return clamp(1.0 / (@getLight[lightIndex].constantAttenuation + @getLight[lightIndex].linearAttenuation * lightDistance + @getLight[lightIndex].quadraticAttenuation * lightDistance * lightDistance), 0.0, 1.0); + float illumination = 1.0 / (lcalcConstantAttenuation(lightIndex) + lcalcLinearAttenuation(lightIndex) * dist + lcalcQuadraticAttenuation(lightIndex) * dist * dist); + // FIXME: FFP doesn't do this + illumination = clamp(illumination, 0.0, 1.0); +#if @lightingMethodPerObjectUniform || @lightingMethodUBO + // Fade illumination between the radius and the radius doubled to diminish pop-in + illumination *= 1.0 - quickstep((dist / lcalcRadius(lightIndex)) - 1.0); #endif + return illumination; } vec3 lcalcPosition(int lightIndex)