Make light position uniform 3d
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@@ -2,11 +2,10 @@
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layout (points) in;
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layout (triangle_strip, max_vertices = 11) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec2 lightPos;
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vec2 lightPosa = ( theMat * vec4(lightPos,0.1,1) ).xy;
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uniform vec3 lightPos;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0.1 , 1);
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0.1 , 1);
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}
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float isLHS (vec2 startV, vec2 testV)
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{
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@@ -17,7 +16,7 @@ void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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vec4 p3 = vec4 (p1.xy,-0.5,1);
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vec4 p4 = vec4 (p2.xy,-0.5,1);
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@@ -2,22 +2,21 @@
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec2 radLum;
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out vec3 dField;
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out float lum;
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uniform vec2 lightPos;
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uniform vec2 radLum;
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float isLHS (vec2 startV, vec2 testV)
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{
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return sign( -startV.x * testV.y + startV.y * testV.x);
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}
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vec4 shiftCloser (vec4 v)
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{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
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void main()
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{
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0.1,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0.1,1);
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if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{
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lum = radLum.y;
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float rad = radLum.x;
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@@ -25,8 +24,8 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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vec4 p3 = vec4 (p1.xy,-0.3,1);
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vec4 p4 = vec4 (p2.xy,-0.3,1);
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vec2 d1 = p1.xy - lightPos;
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vec2 d2 = p2.xy - lightPos;
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vec2 d1 = p1.xy - lightPos.xy;
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vec2 d2 = p2.xy - lightPos.xy;
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vec4 a1 = shiftCloser( theMat * p1 );
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vec4 a2 = shiftCloser( theMat * p2 );
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@@ -49,35 +48,3 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
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EndPrimitive();
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} else {}
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}
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// // void main()
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// // {
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// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
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// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
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// // vec2 frontL = frontL4.xy;
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// // vec2 frontR = frontR4.xy;
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// //
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// // emitLine (frontR);
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// // emitLine (frontL);
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// // EndPrimitive();
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// // }
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p8; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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// gl_Position = perspective * worldMat * p3; EmitVertex();
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// gl_Position = perspective * worldMat * p1; EmitVertex();
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// gl_Position = perspective * worldMat * p4; EmitVertex();
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// gl_Position = perspective * worldMat * p2; EmitVertex();
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// gl_Position = perspective * worldMat * p7; EmitVertex();
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// gl_Position = perspective * worldMat * p6; EmitVertex();
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// gl_Position = perspective * worldMat * p5; EmitVertex();
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//void emitLine (vec2 pa)
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//{
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// gl_Position = vec4 (pa, 0, 1);
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// EmitVertex();
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// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
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// EmitVertex();
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//}
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