godot/modules/lightmapper_rd/lm_common_inc.glsl
jfons 99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00

93 lines
1.6 KiB
GLSL

/* SET 0, static data that does not change between any call */
struct Vertex {
vec3 position;
float normal_z;
vec2 uv;
vec2 normal_xy;
};
layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
Vertex data[];
}
vertices;
struct Triangle {
uvec3 indices;
uint slice;
};
layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
Triangle data[];
}
triangles;
struct Box {
vec3 min_bounds;
uint pad0;
vec3 max_bounds;
uint pad1;
};
layout(set = 0, binding = 3, std430) restrict readonly buffer Boxes {
Box data[];
}
boxes;
layout(set = 0, binding = 4, std430) restrict readonly buffer GridIndices {
uint data[];
}
grid_indices;
#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
struct Light {
vec3 position;
uint type;
vec3 direction;
float energy;
vec3 color;
float size;
float range;
float attenuation;
float cos_spot_angle;
float inv_spot_attenuation;
bool static_bake;
uint pad[3];
};
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
Light data[];
}
lights;
struct Seam {
uvec2 a;
uvec2 b;
};
layout(set = 0, binding = 6, std430) restrict readonly buffer Seams {
Seam data[];
}
seams;
layout(set = 0, binding = 7, std430) restrict readonly buffer Probes {
vec4 data[];
}
probe_positions;
layout(set = 0, binding = 8) uniform utexture3D grid;
layout(set = 0, binding = 9) uniform texture3D grid_sdf;
layout(set = 0, binding = 10) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 11) uniform texture2DArray emission_tex;
layout(set = 0, binding = 12) uniform sampler linear_sampler;