Merge pull request #47 from jorolf/flashlight-shader
Split flashlight shader and make use of more inbuilt functionsmaster
commit
694cb03f19
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#include "sh_Flashlight.h"
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vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour)
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{
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float dist = length(diff);
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float flashlightRadius = length(size);
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return originalColour * vec4(1.0, 1.0, 1.0, smoothstep(flashlightRadius, flashlightRadius * smoothness, dist));
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}
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_Position;
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varying vec4 v_Colour;
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uniform bool rectangular;
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uniform vec2 flashlightPos;
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uniform float circularFlashlightSize;
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uniform vec2 rectangularFlashlightSize;
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const float smoothness = 1.1;
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void main(void)
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{
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if(rectangular)
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{
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vec2 diff = abs(v_Position - flashlightPos);
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float alpha = 1.0 - smoothstep(rectangularFlashlightSize.x, rectangularFlashlightSize.x * smoothness, diff.x);
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alpha *= 1.0 - smoothstep(rectangularFlashlightSize.y, rectangularFlashlightSize.y * smoothness, diff.y);
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gl_FragColor = v_Colour * vec4(1.0, 1.0, 1.0, 1.0 - alpha);
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}
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else
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{
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vec2 diff = flashlightPos - v_Position;
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float dist = sqrt(diff.x * diff.x + diff.y * diff.y);
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gl_FragColor = v_Colour * vec4(1.0, 1.0, 1.0, smoothstep(circularFlashlightSize, circularFlashlightSize * smoothness, dist));
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}
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}
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#include "sh_Flashlight.h"
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vec4 getColourAt(vec2 diff, vec2 size, vec4 originalColour)
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{
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diff = abs(diff);
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float alpha = length(smoothstep(size, size * smoothness, diff));
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return originalColour * vec4(1.0, 1.0, 1.0, alpha);
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}
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