diff options
-rw-r--r-- | gfx/gl/shaders/spotLight.fs | 12 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.gs | 24 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.vs | 24 | ||||
-rw-r--r-- | res/lights.xml | 3 |
4 files changed, 33 insertions, 30 deletions
diff --git a/gfx/gl/shaders/spotLight.fs b/gfx/gl/shaders/spotLight.fs index 6d5d332..ad33458 100644 --- a/gfx/gl/shaders/spotLight.fs +++ b/gfx/gl/shaders/spotLight.fs @@ -6,12 +6,10 @@ out vec3 FragColor; layout(binding = 0) uniform isampler2D gPosition; layout(binding = 1) uniform sampler2D gNormal; uniform ivec4 viewPort; -// uniform vec3 colour; -// uniform float kq; -const vec3 colour = vec3(1); -const float kq = 0.01; -in vec4 geo_centre; -in vec4 geo_direction; +flat in vec4 geo_centre; +flat in vec4 geo_direction; +flat in vec3 geo_colour; +flat in float geo_kq; void main() @@ -32,5 +30,5 @@ main() if (normalDot < 0) { discard; } - FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2))); + FragColor = (geo_colour * normalDot) / (1 + (geo_kq * pow(lightDist / 1000.0, 2))); } diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs index a2805fe..194812a 100644 --- a/gfx/gl/shaders/spotLight.gs +++ b/gfx/gl/shaders/spotLight.gs @@ -11,17 +11,19 @@ const vec3[] pyramid = vec3[]( // four-sided ); uniform mat4 viewProjection; uniform ivec3 viewPoint; -// uniform float arc; -const float arc = 1; -in ivec3 position[]; -in vec3 direction[]; -in float size[]; -in float cosarc[]; +flat in ivec3 position[]; +flat in vec3 direction[]; +flat in vec3 colour[]; +flat in float size[]; +flat in float kq[]; +flat in vec2 arc[]; layout(points) in; layout(triangle_strip, max_vertices = 8) out; -out vec4 geo_centre; -out vec4 geo_direction; +flat out vec4 geo_centre; +flat out vec4 geo_direction; +flat out vec3 geo_colour; +flat out float geo_kq; vec3 perp(vec3 a) @@ -36,14 +38,16 @@ doVertex(vec4 ndcpos) { gl_Position = ndcpos; geo_centre = vec4(position[0], size[0]); - geo_direction = vec4(direction[0], cosarc[0]); + geo_direction = vec4(direction[0], arc[0].x); + geo_colour = colour[0]; + geo_kq = kq[0]; EmitVertex(); } void main() { - const float base = size[0] * tan(arc / 2); + const float base = size[0] * arc[0].y; const vec3 offx = perp(direction[0]); const vec3 offy = cross(direction[0], offx); vec4 out_py[pyramid.length()]; diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index a2b755d..8023f18 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -2,29 +2,29 @@ layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_direction; -// layout(location = 2) in vec3 colour; -// layout(location = 3) in float kq; -// layout(location = 4) in float arc; +layout(location = 2) in vec3 v_colour; +layout(location = 3) in float v_kq; +layout(location = 4) in float v_arc; layout(location = 5) in mat4 model; layout(location = 9) in ivec3 modelPos; -const vec3 colour = vec3(1); -const float kq = 0.01; -const float arc = 1; - uniform ivec3 viewPoint; -out ivec3 position; -out vec3 direction; -out float size; -out float cosarc; +flat out ivec3 position; +flat out vec3 direction; +flat out float size; +flat out vec2 arc; // cos,tan (v_arc/2) +flat out vec3 colour; +flat out float kq; void main() { position = modelPos + ivec3(v_position * mat3(model)); direction = normalize(v_direction * mat3(model)); + colour = v_colour; + kq = v_kq; size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq); - cosarc = cos(arc / 2); + arc = vec2(cos(v_arc / 2), tan(v_arc / 2)); gl_Position = vec4(position - viewPoint, 0); } diff --git a/res/lights.xml b/res/lights.xml index 536afd2..a395306 100644 --- a/res/lights.xml +++ b/res/lights.xml @@ -5,8 +5,9 @@ <use type="cylinder" scale="0.12,0.12,1" colour="lightslategray"/> <use type="cylinder" scale="0.07,0.07,3" position="0,0,1" colour="lightslategray"/> <use type="cylinder" scale="0.05,0.05,1.5" position="0,-0.1,4" rotation="-1.5,0,0" colour="lightslategray"/> + <use type="cuboid" position="0,1.400,4.060" scale=".14,.3,0.07" colour="lightslategray"/> </bodyMesh> - <spotLight position="0,1400,4100" direction="0,0,-1" colour=".9,.9,.9" kq="0.01" arc="1.5"/> + <spotLight position="0,1400,4100" direction="0,0.1,-1" colour=".9,.9,.9" kq="0.1" arc="1.5"/> </asset> <!-- yes I'm hacking some floor to light up as though its a bush --> <asset p.typeid="Foliage" id="floor" name="floor"> |