Refactor lighting shaders

This commit is contained in:
2021-06-25 00:44:45 +02:00
parent 6320093473
commit b451953b99
13 changed files with 44 additions and 80 deletions
+4 -4
View File
@@ -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);