Provisional working coloured lights

This commit is contained in:
jgk
2021-08-21 12:34:49 +02:00
parent e35b95bf36
commit b396d6c857
9 changed files with 30 additions and 26 deletions
+3 -3
View File
@@ -1,9 +1,9 @@
#version 430 core
in float lum;
in vec3 lum;
in vec3 dField;
out vec4 fColor;
void main()
{
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
fColor = vec4(c,c,c,c);
vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
fColor = vec4(c,0);
}
+4 -4
View File
@@ -2,12 +2,12 @@
layout (location = 0) in vec3 position;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec2 radLum;
uniform vec4 lumRad;
out vec3 dField;
out float lum;
out vec3 lum;
void main()
{
dField = (position - lightPos) / radLum.x;
lum = radLum.y;
dField = (position - lightPos) / lumRad.a;
lum = lumRad.rgb;
gl_Position = theMat * vec4(position,1);
}
+3 -3
View File
@@ -1,9 +1,9 @@
#version 430 core
in float lum;
in vec3 lum;
in vec3 dField;
out vec4 fColor;
void main()
{
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
fColor = vec4(c,c,c,c);
vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
fColor = vec4(c,0);
}
+4 -4
View File
@@ -3,9 +3,9 @@ layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec3 lightPos;
uniform vec2 radLum;
uniform vec4 lumRad;
out vec3 dField;
out float lum;
out vec3 lum;
float isLHS (vec2 startV, vec2 testV)
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
void main()
@@ -13,8 +13,8 @@ void main()
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
{ lum = radLum.y;
float rad = radLum.x;
{ lum = lumRad.rgb;
float rad = lumRad.a;
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec2 d1 = p1.xy - lightPos.xy;