115 lines
3.8 KiB
GLSL
115 lines
3.8 KiB
GLSL
#version 300 es
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precision mediump float;
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#define INFINITY 1000.0
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#define LIGHT_DROP 500.0
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#define MIN_STEP 1.0
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#define AMBIENT_LIGHT vec3(0.15)
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#define CIRCLE_LIGHT_COUNT {circleLightCount}
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#define POINT_LIGHT_COUNT {pointLightCount}
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#define DISTANCE_SCALE {distanceScale}
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#define DISTANCE_OFFSET {distanceOffset}
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#define EDGE_SMOOTHING {edgeSmoothing}
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uniform sampler2D distanceTexture;
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uniform vec2 viewBoxSize;
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float getDistance(in vec2 target, out vec3 color) {
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vec4 values = texture(distanceTexture, target);
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color = values.rgb;
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return (values.w - DISTANCE_OFFSET) * DISTANCE_SCALE;
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}
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float getDistance(in vec2 target) {
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return (texture(distanceTexture, target).w - DISTANCE_OFFSET) * DISTANCE_SCALE;
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}
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#if CIRCLE_LIGHT_COUNT > 0
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uniform struct CircleLight {
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vec2 center;
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float radius;
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vec3 value;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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#endif
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#if POINT_LIGHT_COUNT > 0
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uniform struct PointLight {
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vec2 center;
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float radius;
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vec3 value;
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}[POINT_LIGHT_COUNT] pointLights;
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in vec2[POINT_LIGHT_COUNT] pointLightDirections;
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#endif
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in vec2 worldCoordinates;
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in vec2 uvCoordinates;
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out vec4 fragmentColor;
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void main() {
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vec3 colorAtPosition;
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float startingDistance = getDistance(uvCoordinates, colorAtPosition);
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vec3 ligthing = AMBIENT_LIGHT;
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#if CIRCLE_LIGHT_COUNT > 0
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for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
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float lightCenterDistance = distance(circleLights[i].center, worldCoordinates);
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vec3 lightColorAtPosition = circleLights[i].value / pow(lightCenterDistance / LIGHT_DROP + 1.0, 2.0);
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float q = INFINITY;
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float rayLength = startingDistance;
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float exponentialDecayDistance = rayLength;
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vec2 direction = normalize(circleLightDirections[i]) / viewBoxSize;
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for (int j = 0; j < 48; j++) {
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if (rayLength > lightCenterDistance) {
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ligthing += lightColorAtPosition * clamp(
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q / circleLights[i].radius * (lightCenterDistance + 1.0), 0.0, 1.0
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) * step(circleLights[i].radius, getDistance(uvCoordinates + direction * lightCenterDistance));
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break;
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}
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float minDistance = getDistance(uvCoordinates + direction * rayLength);
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exponentialDecayDistance = (exponentialDecayDistance + minDistance) / 2.0;
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q = min(q, exponentialDecayDistance / rayLength);
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rayLength += max(MIN_STEP, minDistance);
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}
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}
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#endif
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#if POINT_LIGHT_COUNT > 0
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for (int i = 0; i < POINT_LIGHT_COUNT; i++) {
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float lightDistance = distance(pointLights[i].center, worldCoordinates);
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vec3 lightColorAtPosition = mix(
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pointLights[i].value,
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vec3(0.0),
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sqrt(clamp(lightDistance / pointLights[i].radius, 0.0, 1.0))
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);
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float q = INFINITY;
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float rayLength = startingDistance;
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float exponentialDecayDistance = startingDistance;
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vec2 direction = normalize(pointLightDirections[i]) / viewBoxSize;
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for (int j = 0; j < 48; j++) {
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if (rayLength > lightDistance) {
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ligthing += lightColorAtPosition * step(0.0, q);
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break;
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}
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float minDistance = getDistance(uvCoordinates + direction * rayLength);
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exponentialDecayDistance = (exponentialDecayDistance + minDistance) / 2.0;
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q = min(q, exponentialDecayDistance);
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rayLength += max(MIN_STEP, minDistance);
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}
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}
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#endif
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fragmentColor = vec4(colorAtPosition * ligthing * clamp(startingDistance, 0.0, 1.0), 1.0);
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}
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