Lap warming commit---gpu needs optimisation

This commit is contained in:
jgk
2021-07-04 22:51:40 +02:00
parent e6f95b0480
commit ebeec417ce
4 changed files with 46 additions and 70 deletions
+16 -35
View File
@@ -7,45 +7,26 @@ uniform vec2 radLum;
out vec3 dField;
out float lum;
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 , v.w) ; }
//{ return vec4 (v.xy , v.z-0.0001 , v.w) ; }
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
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.xy, p2.xy - lightPos.xy) < 0)
{
lum = radLum.y;
float rad = radLum.x;
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec2 d1 = p1.xy - lightPos.xy;
vec2 d2 = p2.xy - lightPos.xy;
vec4 a1 = shiftCloser( theMat * p1 );
vec4 a2 = shiftCloser( theMat * p2 );
vec4 a3 = shiftCloser( theMat * p3 );
vec4 a4 = shiftCloser( theMat * p4 );
dField = (p1.xyz - lightPos) / rad;
gl_Position = a1;
EmitVertex();
dField = (p3.xyz - lightPos) / rad;
gl_Position = a3;
EmitVertex();
dField = (p2.xyz - lightPos) / rad;
gl_Position = a2;
EmitVertex();
dField = (p4.xyz - lightPos) / rad;
gl_Position = a4;
EmitVertex();
EndPrimitive();
{ lum = radLum.y;
float rad = radLum.x;
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec2 d1 = p1.xy - lightPos.xy;
vec2 d2 = p2.xy - lightPos.xy;
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
dField = (p1.xyz - lightPos) / rad; gl_Position = a1; EmitVertex();
dField = (p3.xyz - lightPos) / rad; gl_Position = a3; EmitVertex();
dField = (p2.xyz - lightPos) / rad; gl_Position = a2; EmitVertex();
dField = (p4.xyz - lightPos) / rad; gl_Position = a4; EmitVertex();
EndPrimitive();
} else {}
}
+10 -17
View File
@@ -7,24 +7,17 @@ out vec4 gColor;
out vec2 tPos;
// consider using isLHS to check if the wall is facing the center
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
{ return sign( -startV.x * testV.y + startV.y * testV.x); }
void main()
{
gColor = vColor[0];
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
{ gColor = vColor[0];
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();