First pass implementing exponentially fading lighting

This commit is contained in:
jgk
2021-02-22 13:45:59 +01:00
parent c75cda639b
commit e855d303e8
10 changed files with 117 additions and 49 deletions
+8 -5
View File
@@ -1,12 +1,15 @@
#version 430 core
in vec4 gColor;
in vec2 cenPosTrans;
in float gRad;
in vec2 cenPosT;
in vec2 gParams;
out vec4 fColor;
void main()
{
vec2 pos = gl_FragCoord.xy;
float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad));
fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) );
float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
//float c = pow(gParams.y*dist,2);
float c = pow(1-dist,2);
fColor = vec4( c,c,c ,c );
// fColor = vec4( 1,0,0 , 1);
// fColor = vec4( 1,0,0 , pow(dist,2) );
}
+23 -14
View File
@@ -1,30 +1,39 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
in float vRad [];
in vec2 vParams [];
out vec2 gParams;
out vec2 cenPosT;
uniform vec2 winSize;
out vec4 gColor;
out float gRad;
out vec2 cenPosTrans;
uniform float zoom;
void main()
{
vec3 cenPos = gl_in[0].gl_Position.xyz;
vec2 cenPosa = cenPos.xy + vec2 (1,1);
cenPosTrans = vec2 (cenPosa * winSize * 0.5);
gColor = vColor[0];
gRad = vRad[0];
//cenPos = vec3 (0.5,0,0);
gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
float gRad = gParams.x;
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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, cenPos.z , 1);
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, cenPos.z , 1);
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, cenPos.z , 1);
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
EmitVertex();
// gl_Position = vec4 (0.5,0.5,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0,0.5,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0.5,0,0 , 1);
// EmitVertex();
// gl_Position = vec4 (0,0,0 , 1);
// EmitVertex();
EndPrimitive();
}
+4 -8
View File
@@ -1,12 +1,8 @@
#version 430 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in float rad;
out vec4 vColor;
out float vRad;
layout (location = 0) in vec4 position;
out vec2 vParams;
void main()
{
gl_Position = vec4(position,1);
vColor = color;
vRad = rad;
gl_Position = vec4(position.xy,0,1);
vParams = position.zw;
}
+1 -1
View File
@@ -3,5 +3,5 @@ out vec4 fColor;
void main()
{
fColor = vec4 (0.9,0.5,0,1);
fColor = vec4 (0.9,0.5,0,0);
}
+17 -5
View File
@@ -1,6 +1,6 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (triangle_strip, max_vertices = 10) out;
in vec4 vBackPoss[];
uniform vec2 lightPos;
@@ -12,13 +12,25 @@ void main()
vec2 posc = vBackPoss[0].xy;
vec2 posd = vBackPoss[0].zw;
gl_Position = vec4 (posa, -1 , 1);
gl_Position = vec4 (posa, 0 , 1);
EmitVertex();
gl_Position = vec4 (posb, -1 , 1);
gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posc, -1 , 1);
gl_Position = vec4 (posb, 0 , 1);
EmitVertex();
gl_Position = vec4 (posd, -1 , 1);
gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posd, 0 , 1);
EmitVertex();
gl_Position = vec4 (posd, 0 , 1);
EmitVertex();
gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
EmitVertex();
gl_Position = vec4 (posc, 0 , 1);
EmitVertex();
gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
EmitVertex();
EndPrimitive();