Add line shadow shader

This commit is contained in:
2021-06-26 22:20:41 +02:00
parent 726cd425f2
commit 06f22a3ea5
21 changed files with 128 additions and 74 deletions
+6
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@@ -0,0 +1,6 @@
#version 430 core
out vec4 fColor;
void main()
{
fColor = vec4 (0.9,0.5,0,0);
}
+19
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@@ -0,0 +1,19 @@
#version 430 core
layout (lines) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
vec4 shift (vec4 p) { return (vec4 (p.xyz + (2000*(p.xyz-lightPos)), 1));}
vec4 f (vec4 p) {return (theMat * p);}
void main()
{
vec4 p0 = gl_in[0].gl_Position;
gl_Position = f(p0); EmitVertex();
vec4 p1 = gl_in[1].gl_Position;
gl_Position = f(p1); EmitVertex();
vec4 p2 = shift(p0);
gl_Position = f(p2); EmitVertex();
vec4 p3 = shift(p1);
gl_Position = f(p3); EmitVertex();
EndPrimitive();
}
+6
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@@ -0,0 +1,6 @@
#version 430 core
layout (location = 0) in vec3 pos;
void main()
{
gl_Position = vec4(pos,1);
}
+7 -7
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@@ -5,7 +5,7 @@ layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0.1 , 1);
{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), (-1) , 1);
}
float isLHS (vec2 startV, vec2 testV)
{
@@ -14,16 +14,16 @@ float isLHS (vec2 startV, vec2 testV)
// construct a box with openings on bottom face and face away from wall
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec4 p5 = shift(p1);
vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
vec4 p7 = vec4 (p6.xy,100,1);
vec4 p8 = vec4 (p5.xy,100,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
+8 -8
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@@ -14,15 +14,15 @@ vec4 shiftCloser (vec4 v)
{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
void main()
{
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{
lum = radLum.y;
float rad = radLum.x;
vec4 p3 = vec4 (p1.xy,-0.3,1);
vec4 p4 = vec4 (p2.xy,-0.3,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec2 d1 = p1.xy - lightPos.xy;
vec2 d2 = p2.xy - lightPos.xy;
@@ -32,16 +32,16 @@ if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
vec4 a3 = shiftCloser( theMat * p3 );
vec4 a4 = shiftCloser( theMat * p4 );
dField = vec3( d1.x/rad, d1.y/rad, 100.0/rad);
dField = (p1.xyz - lightPos) / rad;
gl_Position = a1;
EmitVertex();
dField = vec3( d1.x/rad, d1.y/rad, -300.0/rad);
dField = (p3.xyz - lightPos) / rad;
gl_Position = a3;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, 100.0/rad);
dField = (p2.xyz - lightPos) / rad;
gl_Position = a2;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, -300.0/rad);
dField = (p4.xyz - lightPos) / rad;
gl_Position = a4;
EmitVertex();
+2 -5
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@@ -20,12 +20,9 @@ void main()
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p3 = vec4 (p1.xy,150,1);
vec4 p4 = vec4 (p2.xy,150,1);
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
+4 -4
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@@ -15,10 +15,10 @@ void main()
{
gColor = vColor[0];
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,150,1);
vec4 p4 = vec4 (p2.xy,150,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;