space-game001/resources/shaders/night_fog_desktop.fragment
2026-06-15 21:25:54 +03:00

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uniform sampler2D Texture;
uniform float uAlpha;
uniform int uPointLightCount;
uniform vec3 uPointLightPos[4];
uniform vec3 uPointLightDir[4];
uniform vec3 uPointLightColor[4];
uniform vec2 uPointLightWorldXZ[4];
uniform vec2 uPointLightLimitXZ[4];
uniform vec3 uAmbientColor;
uniform vec3 uFogColor;
varying vec2 texCoord;
varying float fogDistance;
varying vec3 fragViewPos;
varying vec3 fragNormal;
varying vec2 fragWorldXZ;
// cos(45 deg) = half-angle for a 90-degree full-angle spotlight
const float SPOT_COS_OUTER = 0.7071;
const float SPOT_COS_INNER = 0.82; // slightly tighter inner cone for smooth edge
void main()
{
vec4 color = texture2D(Texture, texCoord);
if (color.a < 0.1)
discard;
vec3 lighting = uAmbientColor;
bool hasNormal = dot(fragNormal, fragNormal) > 0.001;
vec3 N = hasNormal ? normalize(fragNormal) : vec3(0.0);
for (int i = 0; i < 4; i++)
{
if (i >= uPointLightCount) break;
vec3 lightVec = uPointLightPos[i] - fragViewPos;
float dist = length(lightVec);
vec3 lightDir = normalize(lightVec);
// Spotlight cone: angle between the cone axis and the ray from light to fragment
float cosTheta = dot(-lightDir, normalize(uPointLightDir[i]));
float spotAtten = smoothstep(SPOT_COS_OUTER, SPOT_COS_INNER, cosTheta);
if (spotAtten <= 0.0) continue;
float atten = 1.0 / (1.0 + 0.35 * dist + 0.15 * dist * dist);
float diff = hasNormal ? max(dot(N, lightDir), 0.0) : 1.0;
vec2 worldDelta = abs(fragWorldXZ - uPointLightWorldXZ[i]);
float rectX = 1.0 - smoothstep(uPointLightLimitXZ[i].x - 0.5, uPointLightLimitXZ[i].x + 0.5, worldDelta.x);
float rectY = 1.0 - smoothstep(uPointLightLimitXZ[i].y - 0.5, uPointLightLimitXZ[i].y + 0.5, worldDelta.y);
lighting += uPointLightColor[i] * diff * atten * spotAtten * rectX * rectY;
}
color.rgb *= lighting;
vec3 fogColor = uFogColor;
float fogFactor = clamp((fogDistance - 15.0) / 8.0, 0.0, 1.0);
color.rgb = mix(color.rgb, fogColor, fogFactor);
gl_FragColor = vec4(color.rgb, color.a * uAlpha);
}