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@ -2,8 +2,7 @@ |
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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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vec2 pos; // window coords of spot |
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@ -11,27 +10,27 @@ struct Spot { |
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float radius; // alpha fades out to this radius |
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}; |
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uniform Spot spots[MAX_SPOTS]; // Spotlight positions array |
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uniform float screenWidth; // Width of the screen |
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uniform Spot 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 = 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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// find out which spotlight is nearest |
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float d = 65000.0; // some high value |
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int fi = -1err">; |
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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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int fi = -1k">; // found index |
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for (int i = 0; i < MAX_SPOTS; i++) |
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{ |
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for (int j = 0; j < MAX_SPOTS; j++) |
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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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if (d > dj ) |
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if (d > dj) |
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{ |
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d = dj; |
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fi = i; |
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@ -41,22 +40,31 @@ void main() |
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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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if (fi != -1) { |
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if (d > spots[fi].radius) |
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if (fi == 0) |
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{ |
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if (d > spots[0].radius) alpha = 1.0; |
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else |
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{ |
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alpha = 1.0; |
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if (d < spots[0].inner) alpha = 0.0; |
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else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner); |
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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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{ |
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if (d < spots[fi].inner) |
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{ |
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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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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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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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@ -65,5 +73,5 @@ void main() |
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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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gl_FragColor = vec4( 0 class="k">, 0, 0, alpha); |
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gl_FragColor = vec4(0, 0, 0, alpha); |
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} |