REVIEWED: shaders_spotlight example
It seems something is not working properly...
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2 changed files with 134 additions and 149 deletions
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@ -1,27 +1,29 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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#define MAX_SPOTS 4
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#define RADIUS 256
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#define INNER 200
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// NOTE: Add here your custom variables
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// Inputs
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// array of spotlight positions
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uniform vec2 spots[MAX_SPOTS];
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#define MAX_SPOTS 2
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#define RADIUS 128
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#define INNER 96
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uniform float screenWidth; // width of the screen
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uniform vec2 spots[MAX_SPOTS]; // Spotlight positions array
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uniform float screenWidth; // Width of the screen
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void main()
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{
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float alpha;
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// get the position of the current fragment (screen coordinates!)
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float alpha = 0.0;
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// Get the position of the current fragment (screen coordinates!)
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vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
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// find out which spotlight is nearest
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// Find out which spotlight is nearest
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float d = 65000; // some high value
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float di = 0;
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@ -32,22 +34,16 @@ void main()
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}
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// d now equals distance to nearest spot...
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if (d > RADIUS) {
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alpha = 1.0;
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} else {
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if (d < INNER) {
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alpha = 0.0;
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} else {
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alpha = (d - INNER) / (RADIUS - INNER);
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}
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if (d > RADIUS) alpha = 1.0;
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else
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{
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if (d < INNER) alpha = 0.0;
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else alpha = (d - INNER)/(RADIUS - INNER);
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}
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// right hand side of screen is dimly lit, could make the
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// threshold value user definable.
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if (pos.x>screenWidth/2.0 && alpha >0.9) {
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alpha = 0.9;
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}
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// Right hand side of screen is dimly lit,
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// could make the threshold value user definable
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if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
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// could make the black out colour user definable...
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finalColor = vec4( 0, 0, 0, alpha);
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finalColor = vec4(0, 0, 0, alpha);
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}
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