Refactor lighting shaders
This commit is contained in:
@@ -7,20 +7,20 @@ out vec2 dField;
|
||||
void main()
|
||||
{
|
||||
lum = gl_in[0].gl_Position.w;
|
||||
vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0 , 1);
|
||||
vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0.1 , 1);
|
||||
float gRad = gl_in[0].gl_Position.z;
|
||||
|
||||
dField = vec2 ( 1, 1);
|
||||
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
|
||||
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, 0.1 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1, 1);
|
||||
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
|
||||
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, 0.1 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 ( 1,-1);
|
||||
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
|
||||
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, 0.1 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1,-1);
|
||||
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
|
||||
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, 0.1 , 1);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
|
||||
@@ -3,10 +3,10 @@ layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 11) out;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
uniform vec2 lightPos;
|
||||
vec2 lightPosa = ( theMat * vec4(lightPos,0,1) ).xy;
|
||||
vec2 lightPosa = ( theMat * vec4(lightPos,0.1,1) ).xy;
|
||||
|
||||
vec4 shift (vec4 p)
|
||||
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
|
||||
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0.1 , 1);
|
||||
}
|
||||
float isLHS (vec2 startV, vec2 testV)
|
||||
{
|
||||
@@ -15,8 +15,8 @@ float isLHS (vec2 startV, vec2 testV)
|
||||
// construct a box with openings on bottom face and face away from wall
|
||||
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 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
|
||||
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
|
||||
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
|
||||
{
|
||||
vec4 p3 = vec4 (p1.xy,-0.5,1);
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
#version 430 core
|
||||
in vec2 cenPosT;
|
||||
in float lum;
|
||||
in vec3 dField;
|
||||
out vec4 fColor;
|
||||
|
||||
@@ -15,15 +15,15 @@ vec4 shiftCloser (vec4 v)
|
||||
|
||||
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 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
|
||||
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
|
||||
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
|
||||
{
|
||||
lum = radLum.y;
|
||||
float rad = radLum.x;
|
||||
|
||||
vec4 p3 = vec4 (p1.xy,-0.2,1);
|
||||
vec4 p4 = vec4 (p2.xy,-0.2,1);
|
||||
vec4 p3 = vec4 (p1.xy,-0.3,1);
|
||||
vec4 p4 = vec4 (p2.xy,-0.3,1);
|
||||
|
||||
vec2 d1 = p1.xy - lightPos;
|
||||
vec2 d2 = p2.xy - lightPos;
|
||||
@@ -33,16 +33,16 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
|
||||
vec4 a3 = shiftCloser( theMat * p3 );
|
||||
vec4 a4 = shiftCloser( theMat * p4 );
|
||||
|
||||
dField = vec3( d1.x/rad, d1.y/rad, 0);
|
||||
dField = vec3( d1.x/rad, d1.y/rad, 100.0/rad);
|
||||
gl_Position = a1;
|
||||
EmitVertex();
|
||||
dField = vec3( d1.x/rad, d1.y/rad, 0);
|
||||
dField = vec3( d1.x/rad, d1.y/rad, -300.0/rad);
|
||||
gl_Position = a3;
|
||||
EmitVertex();
|
||||
dField = vec3( d2.x/rad, d2.y/rad, 0);
|
||||
dField = vec3( d2.x/rad, d2.y/rad, 100.0/rad);
|
||||
gl_Position = a2;
|
||||
EmitVertex();
|
||||
dField = vec3( d2.x/rad, d2.y/rad, 0);
|
||||
dField = vec3( d2.x/rad, d2.y/rad, -300.0/rad);
|
||||
gl_Position = a4;
|
||||
EmitVertex();
|
||||
|
||||
|
||||
@@ -15,10 +15,10 @@ void main()
|
||||
{
|
||||
gColor = vColor[0];
|
||||
|
||||
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,-0.3,1);
|
||||
vec4 p4 = vec4 (p2.xy,-0.3,1);
|
||||
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
|
||||
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
|
||||
vec4 p3 = vec4 (p1.xy,-0.5,1);
|
||||
vec4 p4 = vec4 (p2.xy,-0.5,1);
|
||||
|
||||
vec4 a1 = theMat * p1;
|
||||
vec4 a2 = theMat * p2;
|
||||
|
||||
Reference in New Issue
Block a user