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authorDan Goodliffe <dan@randomdan.homeip.net>2023-01-05 19:45:36 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-01-05 19:45:36 +0000
commit7c1e9b25fa4062a69ea00c20cdbcc745d1b82659 (patch)
tree03a200a82211016a70420930ee88d2afd01f60a5 /gfx/gl/shaders
parentInclude uniform name in required uniform does not exist error message (diff)
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Add rendering support for spot lights
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r--gfx/gl/shaders/spotLight.fs34
-rw-r--r--gfx/gl/shaders/spotLight.gs63
-rw-r--r--gfx/gl/shaders/spotLight.vs23
3 files changed, 120 insertions, 0 deletions
diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs
new file mode 100644
index 0000000..add86fd
--- /dev/null
+++ b/gfx/gl/shaders/spotLight.fs
@@ -0,0 +1,34 @@
+#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
+
+out vec3 FragColor;
+
+layout(binding = 0) uniform sampler2D gPosition;
+layout(binding = 1) uniform sampler2D gNormal;
+uniform ivec4 viewPort;
+uniform vec3 colour;
+uniform float kq;
+in vec4 geo_centre;
+in vec4 geo_direction;
+
+void
+main()
+{
+ const vec2 texCoord = gl_FragCoord.xy / viewPort.zw;
+ const vec3 position = texture(gPosition, texCoord).xyz;
+ const vec3 lightv = position - geo_centre.xyz;
+ const float lightDist = length(lightv);
+ if (lightDist > geo_centre.w) {
+ discard;
+ }
+ const vec3 lightDirection = normalize(lightv);
+ if (dot(lightDirection, geo_direction.xyz) < geo_direction.w) {
+ discard;
+ }
+ const vec3 normal = texture(gNormal, texCoord).xyz;
+ const float normalDot = dot(-lightDirection, normal);
+ if (normalDot < 0) {
+ discard;
+ }
+ FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2)));
+}
diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs
new file mode 100644
index 0000000..ad65675
--- /dev/null
+++ b/gfx/gl/shaders/spotLight.gs
@@ -0,0 +1,63 @@
+#version 330 core
+#extension GL_ARB_enhanced_layouts : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+const vec3[] pyramid = vec3[]( // four-sided
+ vec3(0, 0, 0), // Apex
+ vec3(-1, 1, 1), // Back-left
+ vec3(-1, -1, 1), // Front-left
+ vec3(1, 1, 1), // Back-right
+ vec3(1, -1, 1) // Front-right
+);
+uniform mat4 viewProjection;
+uniform float arc;
+
+in vec3 position[];
+in vec3 direction[];
+in float size[];
+in float cosarc[];
+layout(points) in;
+
+layout(triangle_strip, max_vertices = 8) out;
+out vec4 geo_centre;
+out vec4 geo_direction;
+
+vec3
+perp(vec3 a)
+{
+ return normalize(a.x != 0 ? vec3((a.y + a.z) / -a.x, 1, 1)
+ : a.y != 0 ? vec3(1, (a.x + a.z) / -a.y, 1)
+ : vec3(1, 1, (a.x + a.y) / -a.z));
+}
+
+void
+doVertex(vec4 ndcpos)
+{
+ gl_Position = ndcpos;
+ geo_centre = vec4(position[0], size[0]);
+ geo_direction = vec4(direction[0], cosarc[0]);
+ EmitVertex();
+}
+
+void
+main()
+{
+ const float base = size[0] * tan(arc / 2);
+ const vec3 offx = perp(direction[0]);
+ const vec3 offy = cross(direction[0], offx);
+ vec4 out_py[pyramid.length()];
+ for (int i = 0; i < pyramid.length(); ++i) {
+ const vec3 p = pyramid[i];
+ const vec3 edge = (offx * base * p.x) + (offy * base * p.y) + (direction[0] * size[0] * p.z);
+ out_py[i] = viewProjection * (gl_in[0].gl_Position + vec4(edge, 1));
+ }
+ doVertex(out_py[3]);
+ doVertex(out_py[0]);
+ doVertex(out_py[1]);
+ doVertex(out_py[2]);
+ doVertex(out_py[3]);
+ doVertex(out_py[4]);
+ doVertex(out_py[0]);
+ doVertex(out_py[2]);
+ EndPrimitive();
+}
diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs
new file mode 100644
index 0000000..e648553
--- /dev/null
+++ b/gfx/gl/shaders/spotLight.vs
@@ -0,0 +1,23 @@
+#version 330 core
+
+layout(location = 0) in vec3 v_position;
+layout(location = 1) in vec3 v_direction;
+
+uniform vec3 colour;
+uniform float kq;
+uniform float arc;
+
+out vec3 position;
+out vec3 direction;
+out float size;
+out float cosarc;
+
+void
+main()
+{
+ position = v_position;
+ direction = normalize(v_direction);
+ size = (8 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
+ cosarc = cos(arc / 2);
+ gl_Position = vec4(position, 0);
+}