Sprites now have a distance lighting calculation that's the same as the raycaster using a shader.

This commit is contained in:
Zed A. Shaw 2025-02-07 13:50:50 -05:00
parent a19bc47904
commit 3986e6978e
4 changed files with 21 additions and 8 deletions

View file

@ -1,6 +1,6 @@
uniform sampler2D source;
uniform sampler2D source;
uniform sampler2D bloom;
uniform vec2 offsetFactor;
uniform vec2 offsetFactor;
uniform float darkness;
void main()
@ -19,5 +19,7 @@ void main()
vec4 sourceFragment = texture2D(source, gl_TexCoord[0].xy);
vec4 bloomFragment = texture2D(bloom, gl_TexCoord[0].xy);
gl_FragColor = color + sourceFragment - bloomFragment - darkness;
float alpha = color.a;
gl_FragColor = (color + sourceFragment - bloomFragment) / darkness;
gl_FragColor.a = alpha;
}