Add lighting shader
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11 changed files with 144 additions and 295 deletions
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@ -2,21 +2,13 @@
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precision mediump float;
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#define INFINITY 1.0 / 0.0
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#define INFINITY 10000.0
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#define WORLD_SIZE 4
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#define LIGHTS_SIZE 2
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#define LIGHTS_SIZE 3
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#define LIGHT_PENETRATION 0.95
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#define ANTIALIASING_RADIUS 1.0
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uniform vec2 resolution;
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uniform vec2 mouse;
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uniform sampler2D distanceTexture;
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uniform mat3 transformUV;
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out vec4 fragmentColor;
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struct Light {
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vec2 center;
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float radius;
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@ -24,62 +16,38 @@ struct Light {
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float intensity;
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};
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struct Circle {
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vec2 center;
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float radius;
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vec3 color;
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};
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uniform sampler2D distanceTexture;
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uniform mat3 worldToDistanceUV;
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uniform mat3 lightingScreenToWorld;
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uniform vec2 cursorPosition;
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Light lights[LIGHTS_SIZE];
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Circle world[WORLD_SIZE];
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vec3 red = vec3(5.0, 0.0, 2.0);
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vec3 blue = vec3(0.0, 0.0, 3.0);
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float circleDistance(in vec2 position, in Circle circle)
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{
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return length(position - circle.center) - circle.radius;
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}
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float circleDistance(in vec2 position, in Light circle)
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{
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return length(position - circle.center) - circle.radius;
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}
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float getDistance(in vec2 target) {
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float distance = INFINITY;
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for (int i = 0; i < WORLD_SIZE; i++) {
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distance = min(distance, circleDistance(target, world[i]));
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}
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return distance;
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}
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float getDistance(in vec2 target, out Circle nearest) {
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float distance = INFINITY;
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for (int i = 0; i < WORLD_SIZE; i++) {
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float distanceToCurrent = circleDistance(target, world[i]);
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if (distanceToCurrent < distance) {
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distance = distanceToCurrent;
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nearest = world[i];
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}
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}
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return distance;
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float getDistance(in vec2 target, out vec3 color) {
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vec2 targetUV = (vec3(target.xy, 1.0) * worldToDistanceUV).xy;
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vec4 values = texture(distanceTexture, targetUV);
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color = values.rgb;
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return (values.a - 0.5) * 256.0;
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}
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void createWorld() {
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lights[0] = Light(mouse, 40.5, vec3(1.0), 25.0);
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lights[0] = Light(vec2(600, 700), 40.5, vec3(1.0), 25.0);
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lights[1] = Light(vec2(100.0, 350.0), 52.5,vec3(2.0, 1.0, 0.25), 20.5);
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world[0] = Circle(vec2(250.0, 100.0), 12.5, blue);
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world[1] = Circle(vec2(150.0, 50.0), 32.5, red);
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world[2] = Circle(vec2(300.0, 350.0), 52.5, blue);
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lights[2] = Light(cursorPosition, 52.5,vec3(0.63, 0.07, 0.19), 200.5);
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}
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float escapeFromObject(inout vec2 position, in vec2 direction) {
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float fractionOfLightPenetrating = 1.0;
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float rayLength = 0.0;
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for (int i = 0; i < 64; i++) {
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float minDistance = getDistance(position);
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vec3 color;
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float minDistance = getDistance(position, color);
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if (minDistance >= 0.0) {
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return fractionOfLightPenetrating;
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}
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@ -94,10 +62,11 @@ float escapeFromObject(inout vec2 position, in vec2 direction) {
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float getFractionOfLightArriving(in vec2 position, in vec2 direction, in float lightDistance, in float lightRadius) {
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float fractionOfLightArriving = 1.0;
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vec3 color;
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float rayLength = 0.0;
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for (int j = 0; j < 64; j++) {
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float minDistance = getDistance(position + direction * rayLength);
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float minDistance = getDistance(position + direction * rayLength, color);
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fractionOfLightArriving = min(fractionOfLightArriving, minDistance / rayLength);
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rayLength += max(1.0, abs(minDistance));
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@ -110,25 +79,27 @@ float getFractionOfLightArriving(in vec2 position, in vec2 direction, in float l
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return 0.0;
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}
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vec3 getPixelColor(in vec2 position, in bool startsInside, in vec3 colorBias) {
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vec3 getPixelColor(in vec2 targetLighting, in bool startsInside, in vec3 colorBias) {
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vec3 result = vec3(0.0);
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for (int i = 0; i < LIGHTS_SIZE; i++) {
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Light light = lights[i];
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float lightDistance = circleDistance(position, light);
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vec3 lightColor = normalize(light.color) * light.intensity / mix(1.0, lightDistance, clamp(lightDistance, 0.0, 1.0));
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float lightDistance = circleDistance(targetLighting, light);
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vec3 lightColor = normalize(light.color) * light.intensity
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/ mix(1.0, lightDistance, clamp(lightDistance, 0.0, 1.0));
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if (lightDistance < 0.0) {
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return lightColor;
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}
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vec2 lightDirection = normalize(light.center - position);
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vec2 rayStart = position;
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vec2 lightDirection = normalize(light.center - targetLighting);
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vec2 rayStart = targetLighting;
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float fractionOfLightPenetrating = 1.0;
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if (startsInside) {
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fractionOfLightPenetrating = escapeFromObject(rayStart, lightDirection);
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fractionOfLightPenetrating = escapeFromObject(rayStart, lightDirection);
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lightColor *= colorBias;
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}
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@ -139,7 +110,8 @@ vec3 getPixelColor(in vec2 position, in bool startsInside, in vec3 colorBias) {
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return clamp(result, 0.0, 1.0);
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}
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vec3 getPixelColorAntialiased(in vec2 position) {
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/*vec3 getPixelColorAntialiased(in vec2 position) {
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Circle nearest;
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float minDistance = getDistance(position, nearest);
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if (0.0 < minDistance && minDistance < 1.0) {
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@ -148,13 +120,23 @@ vec3 getPixelColorAntialiased(in vec2 position) {
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}
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return getPixelColor(position, minDistance < 0.0, minDistance < 0.0 ? nearest.color : vec3(1.0));
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}
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}*/
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out vec4 fragmentColor;
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void main() {
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createWorld();
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vec2 position = gl_FragCoord.xy + vec2(0.5);
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vec3 color = getPixelColorAntialiased(position);
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vec2 pixelWorldCoordinates = (vec3(gl_FragCoord.xy, 1.0) * lightingScreenToWorld).xy;
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vec3 color;
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float minDistance = getDistance(pixelWorldCoordinates, color);
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color = getPixelColor(pixelWorldCoordinates, minDistance < 0.0, minDistance < 0.0 ? color : vec3(1.0));
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fragmentColor = vec4(color, 1.0);
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if (distance(cursorPosition, pixelWorldCoordinates) < 50.0) {
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fragmentColor = vec4(vec3(1.0, 1.0, 0.0), 1.0);
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}
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}
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