Changed when light contributions are not taken into account. Increased FPS.
This commit is contained in:
parent
78972a87bf
commit
2a2e89d445
@ -209,7 +209,14 @@ void main()
|
||||
float distance = length(lightDirection);
|
||||
float pointVisibility = 1.0f;
|
||||
// only take lights into account with meaningful contribution
|
||||
if (distance < farPlane) {
|
||||
float intensity = 0.0f;
|
||||
if (isFlame[i] == true) {
|
||||
intensity = clamp(exp(-(1/(lightIntensities[i] + flickerFunction(i)))*distance), 0.0, 1.0);
|
||||
}
|
||||
else {
|
||||
intensity = clamp(exp(-(1/lightIntensities[i])*distance), 0.0, 1.0);
|
||||
}
|
||||
if (intensity > 0.005) {
|
||||
if (i == 0 && i<maxShadowRenderCount) {
|
||||
pointVisibility = samplePointShadow(shadowMap_cube0, lightDirection);
|
||||
}
|
||||
@ -241,13 +248,6 @@ void main()
|
||||
pointVisibility = samplePointShadow(shadowMap_cube9, lightDirection);
|
||||
}
|
||||
vec3 lightVector = normalize(lightSources[i]-vec3(fragPosition));
|
||||
float intensity = 0.0f;
|
||||
if (isFlame[i] == true) {
|
||||
intensity = clamp(exp(-(1/(lightIntensities[i] + flickerFunction(i)))*distance), 0.0, 1.0);
|
||||
}
|
||||
else {
|
||||
intensity = clamp(exp(-(1/lightIntensities[i])*distance), 0.0, 1.0);
|
||||
}
|
||||
diffuseColor += clamp(dot(normalize(vNormal), lightVector)
|
||||
*diffuseFactor*intensity*lightColors[i]*pointVisibility, 0.0, 1.0);
|
||||
vec3 cameraVector = normalize(camera - vec3(fragPosition));
|
||||
|
Loading…
Reference in New Issue
Block a user