Improve shadows for static walls
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+35
-17
@@ -1,29 +1,47 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (triangle_strip, max_vertices = 8) out;
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//in vec4 vBackPoss[];
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in vec4 vBackPoss[];
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uniform vec2 lightPos;
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uniform mat4 worldMat;
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void emitLine (vec2 pa)
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{
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gl_Position = vec4 (pa, 0, 1);
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EmitVertex();
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gl_Position = vec4 (pa + (200 * (pa - lightPos)), 0 , 1);
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EmitVertex();
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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void main()
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{
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vec4 posaa = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
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vec4 posba = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
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vec2 posa = posaa.xy;
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vec2 posb = posba.xy;
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vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
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vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
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vec2 frontL = frontL4.xy;
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vec2 frontR = frontR4.xy;
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vec4 backR4 = worldMat * vec4(vBackPoss[0].xy, 0 ,1);
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vec4 backL4 = worldMat * vec4(vBackPoss[0].zw, 0 ,1);
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vec2 backL = backL4.xy;
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vec2 backR = backR4.xy;
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// vec2 posc = vBackPoss[0].xy;
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// vec2 posd = vBackPoss[0].zw;
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gl_Position = vec4 (posb, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posa, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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EmitVertex();
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if (isLHS( lightPos - frontL, frontR - frontL) < 0)
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{
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emitLine (backL);
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emitLine (frontL);
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emitLine (frontR);
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emitLine (backR);
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}
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else
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{
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emitLine (backR);
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emitLine (backL);
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}
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EndPrimitive();
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}
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@@ -1,8 +1,8 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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//layout (location = 1) in vec4 backPoss;
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layout (location = 1) in vec4 backPoss;
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//out vec4 vBackPoss;
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out vec4 vBackPoss;
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//uniform vec2 winSize;
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//uniform float zoom;
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@@ -13,5 +13,5 @@ layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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// vBackPoss = backPoss;
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vBackPoss = backPoss;
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}
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