Refactor rendering

This commit is contained in:
schmelczerandras 2020-07-30 13:28:10 +02:00
parent 9b47d56d8f
commit c892ca2d01
38 changed files with 511 additions and 429 deletions

View file

@ -0,0 +1,100 @@
#version 300 es
precision mediump float;
#define INFINITY 1000.0
#define LIGHT_DROP 500.0
#define MIN_STEP 1.0
#define AMBIENT_LIGHT vec3(0.15)
#define LIGHT_COUNT {lightCount}
#define DISTANCE_SCALE {distanceScale}
#define EDGE_SMOOTHING {edgeSmoothing}
#if LIGHT_COUNT > 0
uniform struct Light {
vec2 center;
float radius;
vec3 value;
}[LIGHT_COUNT] lights;
uniform sampler2D distanceTexture;
uniform vec2 viewBoxSize;
in vec2[LIGHT_COUNT] directions;
float getDistance(in vec2 target, out vec3 color) {
vec4 values = texture(distanceTexture, target);
color = values.rgb;
return values.w * DISTANCE_SCALE;
}
float getDistance(in vec2 target) {
return texture(distanceTexture, target).w * DISTANCE_SCALE;
}
float getFractionOfLightArriving(
in vec2 target,
in vec2 direction,
in float startingDistance,
in float lightDistance,
in float lightRadius
) {
float q = 1.0;
float rayLength = startingDistance;
float movingAverageMeanDistance = startingDistance;
direction /= viewBoxSize;
for (int j = 0; j < 48; j++) {
float minDistance = getDistance(target + direction * rayLength);
movingAverageMeanDistance = movingAverageMeanDistance / 2.0 + minDistance / 2.0;
q = min(q, movingAverageMeanDistance / rayLength);
rayLength += max(MIN_STEP, minDistance);
if (rayLength > lightDistance) {
return clamp(q * (lightDistance + lightRadius) / lightRadius, 0.0, 1.0);
}
}
return 0.0;
}
#endif
in vec2 worldCoordinates;
in vec2 uvCoordinates;
out vec4 fragmentColor;
void main() {
#if LIGHT_COUNT > 0
vec3 colorAtPosition;
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
vec3 ligthing = vec3(0.0);
for (int i = 0; i < LIGHT_COUNT; i++) {
Light light = lights[i];
float lightDistance = distance(light.center, worldCoordinates);
float r = (lightDistance + light.radius) / LIGHT_DROP + 1.0;
vec3 lightColorAtPosition = light.value / (r * r);
float fractionOfLightArriving = getFractionOfLightArriving(
uvCoordinates, normalize(directions[i]), startingDistance,
lightDistance, light.radius
);
ligthing += lightColorAtPosition * fractionOfLightArriving;
}
fragmentColor = vec4(
colorAtPosition * (AMBIENT_LIGHT +
step(EDGE_SMOOTHING / 2.0, clamp(startingDistance, 0.0, EDGE_SMOOTHING)) * ligthing),
1.0
);
#else
fragmentColor = vec4(1.0);
#endif
}