Commit before attempt to unify picture rendering

This commit is contained in:
jgk
2021-06-09 21:32:26 +02:00
parent 71d9a24eed
commit 822db37a58
7 changed files with 47 additions and 11 deletions
+4 -4
View File
@@ -25,8 +25,8 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
lum = radLum.y;
float rad = radLum.x;
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p3 = vec4 (p1.xy,-0.2,1);
vec4 p4 = vec4 (p2.xy,-0.2,1);
vec2 d1 = p1.xy - lightPos;
vec2 d2 = p2.xy - lightPos;
@@ -39,13 +39,13 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
dField = vec3( d1.x/rad, d1.y/rad, 0);
gl_Position = a1;
EmitVertex();
dField = vec3( d1.x/rad, d1.y/rad, 1);
dField = vec3( d1.x/rad, d1.y/rad, 0);
gl_Position = a3;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, 0);
gl_Position = a2;
EmitVertex();
dField = vec3( d2.x/rad, d2.y/rad, 1);
dField = vec3( d2.x/rad, d2.y/rad, 0);
gl_Position = a4;
EmitVertex();
+4 -4
View File
@@ -3,10 +3,10 @@ layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
out vec4 vColor;
uniform vec2 winSize;
uniform float zoom;
uniform float rotation;
uniform vec2 translation;
//uniform vec2 winSize;
//uniform float zoom;
//uniform float rotation;
//uniform vec2 translation;
uniform mat4 worldMat;
void main()
+2 -2
View File
@@ -20,8 +20,8 @@ void main()
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 p3 = vec4 (p1.xy,-0.3,1);
vec4 p4 = vec4 (p2.xy,-0.3,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;