Reorganise shaders
This commit is contained in:
@@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
in vec2 cenPosT;
|
||||
in float lum;
|
||||
|
||||
in vec2 dField;
|
||||
|
||||
out vec4 fColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
|
||||
fColor = vec4(c,c,c,c);
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#version 430 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec2 vParams [];
|
||||
out float lum;
|
||||
out vec2 cenPosT;
|
||||
out vec2 dField;
|
||||
|
||||
uniform vec2 winSize;
|
||||
uniform float zoom;
|
||||
|
||||
void main()
|
||||
{
|
||||
lum = vParams[0].y;
|
||||
vec3 cenPos = gl_in[0].gl_Position.xyz;
|
||||
float gRad = vParams[0].x * zoom * 2;
|
||||
|
||||
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
|
||||
|
||||
dField = vec2 ( 1, 1);
|
||||
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1, 1);
|
||||
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 ( 1,-1);
|
||||
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
|
||||
EmitVertex();
|
||||
dField = vec2 (-1,-1);
|
||||
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
}
|
||||
@@ -0,0 +1,15 @@
|
||||
#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;
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
#version 430 core
|
||||
in vec2 cenPosT;
|
||||
in float lum;
|
||||
|
||||
in vec3 dField;
|
||||
|
||||
out vec4 fColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
|
||||
fColor = vec4(c,c,c,c);
|
||||
}
|
||||
@@ -0,0 +1,86 @@
|
||||
#version 430 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
|
||||
out vec3 dField;
|
||||
out float lum;
|
||||
|
||||
uniform vec2 lightPos;
|
||||
uniform mat4 perpMat;
|
||||
uniform vec2 radLum;
|
||||
|
||||
float isLHS (vec2 startV, vec2 testV)
|
||||
{
|
||||
return sign( -startV.x * testV.y + startV.y * testV.x);
|
||||
}
|
||||
vec4 shiftCloser (vec4 v)
|
||||
{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
|
||||
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
|
||||
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);
|
||||
|
||||
vec2 d1 = p1.xy - lightPos;
|
||||
vec2 d2 = p2.xy - lightPos;
|
||||
|
||||
vec4 a1 = shiftCloser( perpMat * p1 );
|
||||
vec4 a2 = shiftCloser( perpMat * p2 );
|
||||
vec4 a3 = shiftCloser( perpMat * p3 );
|
||||
vec4 a4 = shiftCloser( perpMat * p4 );
|
||||
|
||||
dField = vec3( d1.x/rad, d1.y/rad, 0);
|
||||
gl_Position = a1;
|
||||
EmitVertex();
|
||||
dField = vec3( d1.x/rad, d1.y/rad, 1);
|
||||
gl_Position = a3;
|
||||
EmitVertex();
|
||||
dField = vec3( d2.x/rad, d2.y/rad, 0);
|
||||
gl_Position = a2;
|
||||
EmitVertex();
|
||||
dField = vec3( d2.x/rad, d2.y/rad, 1);
|
||||
gl_Position = a4;
|
||||
EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
} else {}
|
||||
}
|
||||
|
||||
// // void main()
|
||||
// // {
|
||||
// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
|
||||
// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
|
||||
// // vec2 frontL = frontL4.xy;
|
||||
// // vec2 frontR = frontR4.xy;
|
||||
// //
|
||||
// // emitLine (frontR);
|
||||
// // emitLine (frontL);
|
||||
// // EndPrimitive();
|
||||
// // }
|
||||
// gl_Position = perspective * worldMat * p4; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p3; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p7; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p8; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p5; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p3; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p1; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p4; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p2; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p7; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p6; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p5; EmitVertex();
|
||||
//void emitLine (vec2 pa)
|
||||
//{
|
||||
// gl_Position = vec4 (pa, 0, 1);
|
||||
// EmitVertex();
|
||||
// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
|
||||
// EmitVertex();
|
||||
//}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
#version 430 core
|
||||
layout (location = 0) in vec4 poss;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = poss;
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
#version 430 core
|
||||
out vec4 fColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fColor = vec4 (0.9,0.5,0,0);
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
#version 430 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 11) out;
|
||||
|
||||
uniform vec2 lightPos;
|
||||
uniform mat4 perpMat;
|
||||
uniform mat4 worldMat;
|
||||
uniform float facesToDraw;
|
||||
|
||||
vec2 lightPosa = ( perpMat * vec4(lightPos,0,1) ).xy;
|
||||
|
||||
vec4 shift (vec4 p)
|
||||
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
|
||||
}
|
||||
float isLHS (vec2 startV, vec2 testV)
|
||||
{
|
||||
return sign( -startV.x * testV.y + startV.y * testV.x);
|
||||
}
|
||||
// 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);
|
||||
if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
|
||||
{
|
||||
vec4 p3 = vec4 (p1.xy,-0.5,1);
|
||||
vec4 p4 = vec4 (p2.xy,-0.5,1);
|
||||
vec4 p5 = shift(p1);
|
||||
vec4 p6 = shift(p2);
|
||||
vec4 p7 = vec4 (p6.xy,-0.5,1);
|
||||
vec4 p8 = vec4 (p5.xy,-0.5,1);
|
||||
|
||||
vec4 a1 = perpMat * p1;
|
||||
vec4 a2 = perpMat * p2;
|
||||
vec4 a3 = perpMat * p3;
|
||||
vec4 a4 = perpMat * p4;
|
||||
vec4 a5 = perpMat * p5;
|
||||
vec4 a6 = perpMat * p6;
|
||||
vec4 a7 = perpMat * p7;
|
||||
vec4 a8 = perpMat * p8;
|
||||
|
||||
// gl_Position = a1; EmitVertex();
|
||||
// gl_Position = a5; EmitVertex();
|
||||
// gl_Position = a2; EmitVertex();
|
||||
// gl_Position = a6; EmitVertex();
|
||||
|
||||
gl_Position = a4; EmitVertex();
|
||||
gl_Position = a3; EmitVertex();
|
||||
gl_Position = a7; EmitVertex();
|
||||
gl_Position = a8; EmitVertex();
|
||||
gl_Position = a5; EmitVertex();
|
||||
gl_Position = a3; EmitVertex();
|
||||
gl_Position = a1; EmitVertex();
|
||||
gl_Position = a4; EmitVertex();
|
||||
gl_Position = a2; EmitVertex();
|
||||
gl_Position = a7; EmitVertex();
|
||||
gl_Position = a6; EmitVertex();
|
||||
|
||||
EndPrimitive();
|
||||
} else {}
|
||||
}
|
||||
|
||||
// // void main()
|
||||
// // {
|
||||
// // vec4 frontL4 = worldMat * vec4(gl_in[0].gl_Position.xy, 0 ,1);
|
||||
// // vec4 frontR4 = worldMat * vec4(gl_in[0].gl_Position.zw, 0 ,1);
|
||||
// // vec2 frontL = frontL4.xy;
|
||||
// // vec2 frontR = frontR4.xy;
|
||||
// //
|
||||
// // emitLine (frontR);
|
||||
// // emitLine (frontL);
|
||||
// // EndPrimitive();
|
||||
// // }
|
||||
// gl_Position = perspective * worldMat * p4; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p3; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p7; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p8; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p5; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p3; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p1; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p4; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p2; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p7; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p6; EmitVertex();
|
||||
// gl_Position = perspective * worldMat * p5; EmitVertex();
|
||||
//void emitLine (vec2 pa)
|
||||
//{
|
||||
// gl_Position = vec4 (pa, 0, 1);
|
||||
// EmitVertex();
|
||||
// gl_Position = shift (vec4 (pa,0,1)); //vec4 (pa + (200 * (pa - lightPosa)), 0 , 1);
|
||||
// EmitVertex();
|
||||
//}
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
#version 430 core
|
||||
layout (location = 0) in vec4 poss;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = poss;
|
||||
}
|
||||
Reference in New Issue
Block a user