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
+8 -8
View File
@@ -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();