Make wall points for shadows use matrix uniform transformation
This commit is contained in:
@@ -4,11 +4,15 @@ layout (triangle_strip, max_vertices = 10) out;
|
||||
|
||||
//in vec4 vBackPoss[];
|
||||
uniform vec2 lightPos;
|
||||
uniform mat4 worldMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 posa = gl_in[0].gl_Position.xy;
|
||||
vec2 posb = gl_in[0].gl_Position.zw;
|
||||
vec4 posaa = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
|
||||
vec4 posba = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
|
||||
vec2 posa = posaa.xy;
|
||||
vec2 posb = posba.xy;
|
||||
|
||||
// vec2 posc = vBackPoss[0].xy;
|
||||
// vec2 posd = vBackPoss[0].zw;
|
||||
|
||||
|
||||
@@ -563,11 +563,12 @@ wallsForGloom' :: World -> [(Point2,Point2)]
|
||||
wallsForGloom' w = map (wallPairBack . _wlLine) $ filter (not . _wlIsSeeThrough)
|
||||
$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
|
||||
|
||||
where wallPairBack (x:y:_) = (ss $ x +.+ n,ss $ y+.+ n)
|
||||
-- where wallPairBack (x:y:_) = (ss $ x +.+ n,ss $ y+.+ n)
|
||||
where wallPairBack (x:y:_) = (x +.+ n,y+.+ n)
|
||||
where n = 15 *.* (normalizeV $ vNormal $ y -.- x)
|
||||
ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
|
||||
ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
|
||||
ss = ss'' . ss'
|
||||
-- ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
|
||||
-- ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
|
||||
-- ss = ss'' . ss'
|
||||
-- the ss transformation would possibly be better done using a matrix in the
|
||||
-- shader
|
||||
zoom = _cameraZoom w
|
||||
|
||||
Reference in New Issue
Block a user