{"push_id":1477970918,"size":1,"distinct_size":1,"ref":"refs/heads/directional-lights","head":"f57a31b9897b5ac57d4345a9be23b312ef4c03ed","before":"98a43d04c64510f84e544cfecd680c0df50a0a9d","commits":[{"sha":"f57a31b9897b5ac57d4345a9be23b312ef4c03ed","author":{"name":"Armin Burgmeier","email":"2a02640014893d5e50f4788a893bf1100f262cd3@arbur.net"},"message":"Add a directional shader for light rendering\n\nThis allows to render light as a cone in a certain direction with an inner\ncircle that is illuminating all directions. It is basically implemented as a\nmask when rendering into the light texture. A separate fragment shader for the\nfirst of the three render passes is used to set the light intensity based on\nwhere the fragment is relative to the light source.\n\nParameters:\n  * direction of the light\n  * opening angle of inner cone (full intensity)\n  * opening angle of outer cone (intensity fading out)\n  * radius of inner circle around light center (full intensity within circle)\n  * radius of outer circle around light center (intensity fading out)\n\nThe parameters are hard-coded at the moment but will be made script-accessible\nin a subsequent commit.","distinct":true,"url":"https://api.github.com/repos/aburgm/openclonk/commits/f57a31b9897b5ac57d4345a9be23b312ef4c03ed"}]}
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