Merge branch 'attenuation' into 'master'

Deobfuscate lighting illumination calculation

See merge request OpenMW/openmw!4068
pull/3235/head
psi29a 2 weeks ago
commit becc832b15

@ -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)

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