Continue work on shadow rendering
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@@ -1,68 +1,68 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout(points) in;
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layout(triangle_strip, max_vertices = 18) 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)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
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uniform float rad;
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float rad2 = rad;
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// Preprocessed to include ../functions.glsl
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float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
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return dot(p - a,b-a) / dot(b-a,b-a);
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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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vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
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float x = closestPointOnLineParam(a,b,p);
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if (x < 0) {
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return a;
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} else{ if (x > 1) { return b; }
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{ return a + (x * (b- a));}
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}
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}
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// End include 2023-03-13 15:33:44.438312149 UTC
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vec2 shift(vec2 p) {
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return vec2(lightPos.xy + (rad2 * normalize(p - lightPos.xy)));
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}
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float isLHS(vec2 startV, vec2 testV) {
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return sign(-startV.x * testV.y + startV.y * testV.x);
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}
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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);
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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,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,100,1);
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vec4 p8 = vec4 (p5.xy,100,1);
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void main() {
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vec2 p1 = gl_in[0].gl_Position.xy;
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vec2 p2 = gl_in[0].gl_Position.zw;
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vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy);
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if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad2) {
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vec2 closeshift = (rad2 * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
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vec2 p1cs = p1 + closeshift;
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vec2 p1o = vec2( distance(p1,lightPos.xy) > rad2 ? p1cs : shift(p1) );
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vec2 p2cs = p2 + closeshift;
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vec2 p2o = vec2( distance(p2,lightPos.xy) > rad2 ? p2cs : shift(p2) );
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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EndPrimitive();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a2; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a6; EmitVertex();
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gl_Position = a1; EmitVertex();
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gl_Position = a5; EmitVertex();
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gl_Position = a3; EmitVertex();
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gl_Position = a8; EmitVertex();
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gl_Position = a4; EmitVertex();
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gl_Position = a7; EmitVertex();
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gl_Position = a2; EmitVertex();
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gl_Position = a6; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a6; EmitVertex();
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//gl_Position = a2; EmitVertex();
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EndPrimitive();
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} else {}
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// gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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// gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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// gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
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// gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2o,0,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p2cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1cs,0,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,100,1); EmitVertex();
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gl_Position = theMat * vec4(p1o,0,1); EmitVertex();
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EndPrimitive();
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} else {
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}
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}
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