[example] Review shaders_spotlight to work on GLSL 100
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3 changed files with 44 additions and 45 deletions
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@ -4,7 +4,6 @@ precision mediump float;
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#define MAX_SPOTS 3
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#define MAX_SPOTS 3
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struct Spot {
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struct Spot {
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vec2 pos; // window coords of spot
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vec2 pos; // window coords of spot
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float inner; // inner fully transparent centre radius
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float inner; // inner fully transparent centre radius
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@ -16,21 +15,21 @@ uniform float screenWidth; // Width of the screen
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void main()
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void main()
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{
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{
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float alpha = 1.0;
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float alpha = 1.0;
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// get the position of the current fragment (screen coordinates!)
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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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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 = 65000.0; // some high value
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float d = 65000.0; // some high value
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int fi = -1;
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int fi = -1; // found index
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for (int i = 0; i < MAX_SPOTS; i++)
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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{
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for (int j = 0; j < MAX_SPOTS; j++)
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for (int j = 0; j < MAX_SPOTS; j++)
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{
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{
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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if (d > dj)
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if (d > dj)
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{
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{
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d = dj;
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d = dj;
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@ -41,23 +40,32 @@ void main()
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// d now equals distance to nearest spot...
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// d now equals distance to nearest spot...
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// allowing for the different radii of all spotlights
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// allowing for the different radii of all spotlights
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if (fi != -1) {
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if (fi == 0)
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if (d > spots[fi].radius)
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{
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{
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alpha = 1.0;
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if (d > spots[0].radius) alpha = 1.0;
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}
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else
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else
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{
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{
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if (d < spots[fi].inner)
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if (d < spots[0].inner) alpha = 0.0;
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{
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else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
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alpha = 0.0;
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}
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}
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}
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else if (fi == 1)
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{
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if (d > spots[1].radius) alpha = 1.0;
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else
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else
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{
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{
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alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
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if (d < spots[1].inner) alpha = 0.0;
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else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
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}
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}
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}
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}
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else if (fi == 2)
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{
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if (d > spots[2].radius) alpha = 1.0;
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else
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{
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if (d < spots[2].inner) alpha = 0.0;
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else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
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}
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}
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}
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// Right hand side of screen is dimly lit,
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// Right hand side of screen is dimly lit,
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@ -25,7 +25,6 @@ void main()
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float alpha = 1.0;
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float alpha = 1.0;
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// Get the position of the current fragment (screen coordinates!)
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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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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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@ -37,6 +36,7 @@ void main()
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for (int j = 0; j < MAX_SPOTS; j++)
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for (int j = 0; j < MAX_SPOTS; j++)
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{
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{
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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if (d > dj)
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if (d > dj)
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{
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{
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d = dj;
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d = dj;
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@ -47,22 +47,13 @@ void main()
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// d now equals distance to nearest spot...
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// d now equals distance to nearest spot...
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// allowing for the different radii of all spotlights
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// allowing for the different radii of all spotlights
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if (fi != -1) {
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if (fi != -1)
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if (d > spots[fi].radius)
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{
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{
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alpha = 1.0;
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if (d > spots[fi].radius) alpha = 1.0;
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}
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else
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else
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{
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{
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if (d < spots[fi].inner)
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if (d < spots[fi].inner) alpha = 0.0;
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{
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else alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
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alpha = 0.0;
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}
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else
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{
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alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
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}
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}
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}
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}
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}
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BIN
examples/shaders/shaders_spotlight.png
Normal file
BIN
examples/shaders/shaders_spotlight.png
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