Refactor floor lighting shader with distance field

This commit is contained in:
jgk
2021-03-20 20:39:55 +01:00
parent 4365185f9f
commit a8aa19bb18
2 changed files with 13 additions and 7 deletions
+5 -4
View File
@@ -1,12 +1,13 @@
#version 430 core
in vec2 cenPosT;
in vec2 gParams;
in float lum;
in vec2 dField;
out vec4 fColor;
void main()
{
vec2 pos = gl_FragCoord.xy;
float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
float c = gParams.y * pow(1-dist,2);
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
fColor = vec4(c,c,c,c);
}
+8 -3
View File
@@ -2,26 +2,31 @@
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vParams [];
out vec2 gParams;
out float lum;
out vec2 cenPosT;
out vec2 dField;
uniform vec2 winSize;
uniform float zoom;
void main()
{
lum = vParams[0].y;
vec3 cenPos = gl_in[0].gl_Position.xyz;
gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
float gRad = gParams.x;
float gRad = vParams[0].x * zoom * 2;
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
dField = vec2 ( 1, 1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0.2 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0.2 , 1);
EmitVertex();