Rename fadeCircle shaders to lightmapCircle

This commit is contained in:
2021-03-09 11:08:56 +01:00
parent c29aa46bc5
commit bfbd0b6fef
9 changed files with 68 additions and 19 deletions
+12
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#version 430 core
in vec2 cenPosT;
in vec2 gParams;
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);
fColor = vec4( c,c,c ,c );
}
+29
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#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vParams [];
out vec2 gParams;
out vec2 cenPosT;
uniform vec2 winSize;
uniform float zoom;
void main()
{
vec3 cenPos = gl_in[0].gl_Position.xyz;
gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
float gRad = gParams.x;
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
EmitVertex();
EndPrimitive();
}
+15
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#version 430 core
layout (location = 0) in vec4 position;
out vec2 vParams;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
uniform mat4 worldMat;
void main()
{
gl_Position = vec4(position.xy,0,1);
vParams = position.zw;
}