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