[example] Review shaders_spotlight to work on GLSL 100

This commit is contained in:
raysan5 2020-03-25 18:39:21 +01:00
parent 2dbcef218c
commit 74339b9fdc
3 changed files with 44 additions and 45 deletions

View file

@ -2,8 +2,7 @@
precision mediump float; precision mediump float;
#define MAX_SPOTS 3 #define MAX_SPOTS 3
struct Spot { struct Spot {
vec2 pos; // window coords of spot vec2 pos; // window coords of spot
@ -11,27 +10,27 @@ struct Spot {
float radius; // alpha fades out to this radius float radius; // alpha fades out to this radius
}; };
uniform Spot spots[MAX_SPOTS]; // Spotlight positions array uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
uniform float screenWidth; // Width of the screen uniform float screenWidth; // Width of the screen
void main() void main()
{ {
float alpha = 1.0; float alpha = 1.0;
// get the position of the current fragment (screen coordinates!)
// Get the position of the current fragment (screen coordinates!)
vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y); vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
// find out which spotlight is nearest // Find out which spotlight is nearest
float d = 65000.0; // some high value float d = 65000.0; // some high value
int fi = -1; int fi = -1; // found index
for (int i = 0; i < MAX_SPOTS; i++) for (int i = 0; i < MAX_SPOTS; i++)
{ {
for (int j = 0; j < MAX_SPOTS; j++) for (int j = 0; j < MAX_SPOTS; j++)
{ {
float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius; float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
if (d > dj )
if (d > dj)
{ {
d = dj; d = dj;
fi = i; fi = i;
@ -41,22 +40,31 @@ void main()
// d now equals distance to nearest spot... // d now equals distance to nearest spot...
// allowing for the different radii of all spotlights // allowing for the different radii of all spotlights
if (fi != -1) { if (fi == 0)
{
if (d > spots[fi].radius) if (d > spots[0].radius) alpha = 1.0;
{
alpha = 1.0;
}
else else
{ {
if (d < spots[fi].inner) if (d < spots[0].inner) alpha = 0.0;
{ else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
alpha = 0.0; }
} }
else else if (fi == 1)
{ {
alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner); if (d > spots[1].radius) alpha = 1.0;
} else
{
if (d < spots[1].inner) alpha = 0.0;
else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
}
}
else if (fi == 2)
{
if (d > spots[2].radius) alpha = 1.0;
else
{
if (d < spots[2].inner) alpha = 0.0;
else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
} }
} }
@ -65,5 +73,5 @@ void main()
if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9; if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
// could make the black out colour user definable... // could make the black out colour user definable...
gl_FragColor = vec4( 0, 0, 0, alpha); gl_FragColor = vec4(0, 0, 0, alpha);
} }

View file

@ -9,7 +9,7 @@ out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
#define MAX_SPOTS 3 #define MAX_SPOTS 3
struct Spot { struct Spot {
vec2 pos; // window coords of spot vec2 pos; // window coords of spot
@ -25,19 +25,19 @@ void main()
float alpha = 1.0; float alpha = 1.0;
// Get the position of the current fragment (screen coordinates!) // Get the position of the current fragment (screen coordinates!)
vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y); vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
// Find out which spotlight is nearest // Find out which spotlight is nearest
float d = 65000; // some high value float d = 65000; // some high value
int fi = -1; // found index int fi = -1; // found index
for (int i = 0; i < MAX_SPOTS; i++) for (int i = 0; i < MAX_SPOTS; i++)
{ {
for (int j = 0; j < MAX_SPOTS; j++) for (int j = 0; j < MAX_SPOTS; j++)
{ {
float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius; float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
if (d > dj )
if (d > dj)
{ {
d = dj; d = dj;
fi = i; fi = i;
@ -47,22 +47,13 @@ void main()
// d now equals distance to nearest spot... // d now equals distance to nearest spot...
// allowing for the different radii of all spotlights // allowing for the different radii of all spotlights
if (fi != -1) { if (fi != -1)
{
if (d > spots[fi].radius) if (d > spots[fi].radius) alpha = 1.0;
{
alpha = 1.0;
}
else else
{ {
if (d < spots[fi].inner) if (d < spots[fi].inner) alpha = 0.0;
{ else alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
alpha = 0.0;
}
else
{
alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
}
} }
} }

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