Move towards geometry instancing for shadows
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@@ -0,0 +1,6 @@
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#version 450 core
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0,0,0,0);
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}
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@@ -0,0 +1,6 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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void main() {
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gl_Position = theMat * vec4(pos,1);
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}
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@@ -0,0 +1,42 @@
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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//layout (std140, binding = 1) uniform LightsBlock
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//{
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// vec4 posBool[20];
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// vec4 colRad[20];
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//} ;
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uniform vec3 lightPos;
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uniform int lightID;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos ;
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float a = (140 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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}
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void main()
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{
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vec4 p0 = gl_in[0].gl_Position ;
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vec4 p1 = gl_in[1].gl_Position ;
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vec4 p2 = gl_in[2].gl_Position ;
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if ( //if Light Source is below all vertices, draw cap
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// TODO think about when LS is beside the object
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( p0.z - lightPos.z > 0 )
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&& ( p1.z - lightPos.z > 0 )
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&& ( p2.z - lightPos.z > 0 )
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)
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{
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// the front cap
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vec4 v1 = vec4 (0,0,1,0) ;
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gl_Position = theMat * projNear(p0); EmitVertex();
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gl_Position = theMat * projNear(p1); EmitVertex();
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gl_Position = theMat * projNear(p2); EmitVertex();
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EndPrimitive();
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}
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else {}
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}
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@@ -0,0 +1,11 @@
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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out vec3 dField;
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out vec3 lum;
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void main()
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{
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gl_Position = vec4(position,1);
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}
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@@ -0,0 +1,81 @@
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#version 450 core
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layout (lines_adjacency) 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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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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//uniform vec3 lightPos;
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//uniform float radiusUniform;
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uniform int lightID;
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vec3 lightPos1 = posBool[lightID].xyz;
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//vec3 lightPos1 = lightPos;
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float theBool = posBool[lightID].w;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos1)), 1));} ;
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vec4 shiftBy (float x,vec4 p) { return (vec4 (lightPos1 + (x*normalize(p.xyz-lightPos1)), 1));} ;
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// copied from lighting/cap.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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// this is quite brittle, not ideal
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vec3 dir = pos.xyz - lightPos1 ;
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float a = (140 - pos.z) / dir.z ;
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vec2 xy = (pos.xyz + a * dir).xy ;
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return vec4 ( xy, 140 , 1) ;
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} ;
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vec4 shiftNear (vec4 pos)
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{ vec4 sp = shift(pos);
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if (sp.z > 140)
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{ return projNear(pos) ; }
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else
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{ return sp ; }
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} ;
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vec4 f (vec4 p) {return (theMat * p);} ;
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void main()
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{
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if (theBool == 1){
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// float ru2 = radiusUniform * radiusUniform ;
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float ru = colRad[lightID].w ;
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float ru2 = ru * ru;
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vec4 p0 = gl_in[0].gl_Position;
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vec4 p1 = gl_in[1].gl_Position;
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vec4 mid = 0.5*(p0 + p1);
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vec3 n0a = gl_in[2].gl_Position.xyz;
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vec3 n1a = gl_in[3].gl_Position.xyz;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ;
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz) ;
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//vec3 n2 = n0 + n1; // assumes the summands are normalized
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vec3 lightDir = p0.xyz - lightPos1.xyz;
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vec3 lightDir2 = p1.xyz - lightPos1.xyz;
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// first test if the edge is part of the silhouette
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// that is, if the normals of the faces connected by the edge point are in
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// "different directions" wrt the light direction
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) <= 0 &&
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(dot(lightDir,lightDir) < ru2 || dot(lightDir2,lightDir2) < ru2) )
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// using <= rather than < seems to get rid of overlapping shadow
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// artefacts
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{
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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if ( dot(n0 , lightDir) > 0)
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{
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p2); EmitVertex();
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gl_Position = f(p3); EmitVertex();
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}
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else
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{
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gl_Position = f(p1); EmitVertex();
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gl_Position = f(p0); EmitVertex();
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gl_Position = f(p3); EmitVertex();
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gl_Position = f(p2); EmitVertex();
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}
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EndPrimitive();
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}
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else { }
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}else {}
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}
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@@ -0,0 +1,6 @@
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#version 450 core
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layout (location = 0) in vec3 pos;
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void main()
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{
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gl_Position = vec4(pos,1);
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}
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@@ -0,0 +1,20 @@
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#version 450 core
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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uniform sampler2D screenTexture;
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in vec2 vTexPos;
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out vec4 fColor;
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void main()
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{
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vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
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float dist = dot(distVec,distVec);
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if (dist > lumRad.a) {discard;}
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float x = 1 - dist / lumRad.a ;
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vec3 c = (x * x * x) * lumRad.rgb ;
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fColor = vec4(c,0);
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}
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@@ -0,0 +1,9 @@
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#version 450 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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@@ -0,0 +1,74 @@
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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layout (std140, binding = 1) uniform LightsBlock
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{
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform vec3 lightPos;
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uniform int lightID;
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vec4 shift (vec4 p)
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{ return vec4 (p.xy + (200 * (p.xy-lightPos.xy)), 0 , 1);
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}
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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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// construct a box with openings on bottom face and face away from wall
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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);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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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,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec4 p5 = shift(p1);
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vec4 p6 = shift(p2);
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vec4 p7 = vec4 (p6.xy,100,1);
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vec4 p8 = vec4 (p5.xy,100,1);
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vec4 a1 = theMat * p1;
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vec4 a2 = theMat * p2;
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vec4 a3 = theMat * p3;
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vec4 a4 = theMat * p4;
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vec4 a5 = theMat * p5;
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vec4 a6 = theMat * p6;
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vec4 a7 = theMat * p7;
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vec4 a8 = theMat * p8;
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//gl_Position = a4; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a2; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a6; EmitVertex();
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gl_Position = a1; EmitVertex();
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gl_Position = a5; EmitVertex();
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gl_Position = a3; EmitVertex();
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gl_Position = a8; EmitVertex();
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gl_Position = a4; EmitVertex();
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gl_Position = a7; EmitVertex();
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gl_Position = a2; EmitVertex();
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gl_Position = a6; EmitVertex();
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//gl_Position = a5; EmitVertex();
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//gl_Position = a1; EmitVertex();
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//gl_Position = a8; EmitVertex();
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//gl_Position = a3; EmitVertex();
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//gl_Position = a7; EmitVertex();
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//gl_Position = a4; EmitVertex();
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//gl_Position = a6; EmitVertex();
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//gl_Position = a2; EmitVertex();
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EndPrimitive();
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} else {}
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}
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@@ -0,0 +1,6 @@
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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gl_Position = poss;
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}
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