Implement low res shadows

This commit is contained in:
2021-04-28 20:50:53 +02:00
parent 5a8555d5a0
commit 8cb177a21c
11 changed files with 147 additions and 77 deletions
+12 -11
View File
@@ -1,33 +1,34 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vParams [];
out float lum;
out vec2 cenPosT;
out vec2 dField;
uniform vec2 winSize;
uniform float zoom;
uniform mat4 worldMat;
void main()
{
lum = vParams[0].y;
vec3 cenPos = gl_in[0].gl_Position.xyz;
float gRad = vParams[0].x * zoom * 2;
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
lum = gl_in[0].gl_Position.w;
vec2 cenPos = vec2( gl_in[0].gl_Position.x / 2, gl_in[0].gl_Position.y / 2);
float gRad = gl_in[0].gl_Position.z * zoom * 2;
dField = vec2 ( 1, 1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
gl_Position
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
gl_Position
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
gl_Position
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
gl_Position
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
EmitVertex();
EndPrimitive();