Add line shadow shader
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@@ -0,0 +1,6 @@
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#version 430 core
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0.9,0.5,0,0);
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}
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@@ -0,0 +1,19 @@
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#version 430 core
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layout (lines) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (2000*(p.xyz-lightPos)), 1));}
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vec4 f (vec4 p) {return (theMat * p);}
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void main()
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{
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vec4 p0 = gl_in[0].gl_Position;
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gl_Position = f(p0); EmitVertex();
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vec4 p1 = gl_in[1].gl_Position;
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gl_Position = f(p1); EmitVertex();
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vec4 p2 = shift(p0);
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gl_Position = f(p2); EmitVertex();
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vec4 p3 = shift(p1);
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gl_Position = f(p3); EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,6 @@
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#version 430 core
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layout (location = 0) in vec3 pos;
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void main()
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{
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gl_Position = vec4(pos,1);
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}
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@@ -5,7 +5,7 @@ layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0.1 , 1);
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), (-1) , 1);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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@@ -14,16 +14,16 @@ float isLHS (vec2 startV, vec2 testV)
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// construct a box with openings on bottom face and face away from wall
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,-0.5,1);
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vec4 p8 = vec4 (p5.xy,-0.5,1);
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vec4 p7 = vec4 (p6.xy,100,1);
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vec4 p8 = vec4 (p5.xy,100,1);
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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@@ -14,15 +14,15 @@ vec4 shiftCloser (vec4 v)
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{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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lum = radLum.y;
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float rad = radLum.x;
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vec4 p3 = vec4 (p1.xy,-0.3,1);
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vec4 p4 = vec4 (p2.xy,-0.3,1);
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec2 d1 = p1.xy - lightPos.xy;
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vec2 d2 = p2.xy - lightPos.xy;
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@@ -32,16 +32,16 @@ if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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vec4 a3 = shiftCloser( theMat * p3 );
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vec4 a4 = shiftCloser( theMat * p4 );
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dField = vec3( d1.x/rad, d1.y/rad, 100.0/rad);
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dField = (p1.xyz - lightPos) / rad;
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gl_Position = a1;
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EmitVertex();
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dField = vec3( d1.x/rad, d1.y/rad, -300.0/rad);
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dField = (p3.xyz - lightPos) / rad;
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gl_Position = a3;
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EmitVertex();
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dField = vec3( d2.x/rad, d2.y/rad, 100.0/rad);
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dField = (p2.xyz - lightPos) / rad;
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gl_Position = a2;
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EmitVertex();
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dField = vec3( d2.x/rad, d2.y/rad, -300.0/rad);
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dField = (p4.xyz - lightPos) / rad;
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gl_Position = a4;
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EmitVertex();
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