mirror of
https://github.com/maxartz15/VolumetricLighting.git
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55 lines
1.4 KiB
HLSL
55 lines
1.4 KiB
HLSL
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#ifndef TUBE_LIGHT_ATTENUATION_LEGACY
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#define TUBE_LIGHT_ATTENUATION_LEGACY 0
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#endif
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#if TUBE_LIGHT_ATTENUATION_LEGACY
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float Attenuation(float distNorm)
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{
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return 1.0 / (1.0 + 25.0 * distNorm);
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}
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float AttenuationToZero(float distNorm)
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{
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float att = Attenuation(distNorm);
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// Replicating unity light attenuation - pulled to 0 at range
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// if (distNorm > 0.8 * 0.8)
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// att *= 1 - (distNorm - 0.8 * 0.8) / (1 - 0.8 * 0.8);
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// Same, simplified
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float oneDistNorm = 1.0 - distNorm;
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att *= lerp(1.0, oneDistNorm * 2.78, step(0.64, distNorm));
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att *= step(0.0, oneDistNorm);
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return att;
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}
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#else
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float Attenuation(float distSqr)
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{
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float d = sqrt(distSqr);
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float kDefaultPointLightRadius = 0.25;
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return 1.0 / pow(1.0 + d/kDefaultPointLightRadius, 2);
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}
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float AttenuationToZero(float distSqr)
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{
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// attenuation = 1 / (1 + distance_to_light / light_radius)^2
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// = 1 / (1 + 2*(d/r) + (d/r)^2)
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// For more details see: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
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float d = sqrt(distSqr);
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float kDefaultPointLightRadius = 0.25;
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float atten = 1.0 / pow(1.0 + d/kDefaultPointLightRadius, 2);
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float kCutoff = 1.0 / pow(1.0 + 1.0/kDefaultPointLightRadius, 2); // cutoff equal to attenuation at distance 1.0
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// Force attenuation to fall towards zero at distance 1.0
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atten = (atten - kCutoff) / (1.f - kCutoff);
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if (d >= 1.f)
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atten = 0.f;
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return atten;
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}
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#endif
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