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-rw-r--r--gfx/gl/shaders/spotLight.gs63
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diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs
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+#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();
+}