Add WebGL compatibility
This commit is contained in:
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3725f56c78
commit
1d4980ae28
29 changed files with 567 additions and 212 deletions
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@ -1,11 +1,12 @@
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import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
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import { FrameBuffer } from '../../graphics-library/frame-buffer/frame-buffer';
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import { UniformArrayAutoScalingProgram } from '../../graphics-library/program/uniform-array-autoscaling-program';
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import { UniversalRenderingContext } from '../../graphics-library/universal-rendering-context';
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export abstract class RenderPass {
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protected program: UniformArrayAutoScalingProgram;
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constructor(gl: WebGL2RenderingContext, protected frame: FrameBuffer) {
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constructor(gl: UniversalRenderingContext, protected frame: FrameBuffer) {
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this.program = new UniformArrayAutoScalingProgram(gl);
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}
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@ -5,9 +5,12 @@ import { LightDrawable } from '../../drawables/lights/light-drawable';
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import { msToString } from '../../helper/ms-to-string';
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import { DefaultFrameBuffer } from '../graphics-library/frame-buffer/default-frame-buffer';
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import { IntermediateFrameBuffer } from '../graphics-library/frame-buffer/intermediate-frame-buffer';
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import { getWebGl2Context } from '../graphics-library/helper/get-webgl2-context';
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import { WebGlStopwatch } from '../graphics-library/helper/stopwatch';
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import { ParallelCompiler } from '../graphics-library/parallel-compiler';
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import {
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getUniversalRenderingContext,
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UniversalRenderingContext,
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} from '../graphics-library/universal-rendering-context';
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import { FpsAutoscaler } from './fps-autoscaler';
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import { Insights } from './insights';
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import { DistanceRenderPass } from './render-pass/distance-render-pass';
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@ -15,14 +18,18 @@ import { LightsRenderPass } from './render-pass/lights-render-pass';
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import { Renderer } from './renderer';
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import { RuntimeSettings } from './settings/runtime-settings';
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import { StartupSettings } from './settings/startup-settings';
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import distanceFragmentShader100 from './shaders/distance-fs-100.glsl';
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import distanceFragmentShader from './shaders/distance-fs.glsl';
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import distanceVertexShader100 from './shaders/distance-vs-100.glsl';
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import distanceVertexShader from './shaders/distance-vs.glsl';
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import lightsFragmentShader100 from './shaders/shading-fs-100.glsl';
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import lightsFragmentShader from './shaders/shading-fs.glsl';
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import lightsVertexShader100 from './shaders/shading-vs-100.glsl';
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import lightsVertexShader from './shaders/shading-vs.glsl';
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import { UniformsProvider } from './uniforms-provider';
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export class WebGl2Renderer implements Renderer {
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private gl: WebGL2RenderingContext;
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export class RendererImplementation implements Renderer {
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private gl: UniversalRenderingContext;
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private stopwatch?: WebGlStopwatch;
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private uniformsProvider: UniformsProvider;
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private distanceFieldFrameBuffer: IntermediateFrameBuffer;
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@ -69,7 +76,7 @@ export class WebGl2Renderer implements Renderer {
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private canvas: HTMLCanvasElement,
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private descriptors: Array<DrawableDescriptor>
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) {
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this.gl = getWebGl2Context(canvas);
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this.gl = getUniversalRenderingContext(canvas);
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ParallelCompiler.initialize(this.gl);
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@ -92,23 +99,30 @@ export class WebGl2Renderer implements Renderer {
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palette: Array<vec3>,
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settingsOverrides: Partial<StartupSettings>
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): Promise<void> {
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const settings = { ...WebGl2Renderer.defaultStartupSettings, ...settingsOverrides };
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const settings = {
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...RendererImplementation.defaultStartupSettings,
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...settingsOverrides,
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};
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const promises: Array<Promise<void>> = [];
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promises.push(
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this.distancePass.initialize(
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[distanceVertexShader, distanceFragmentShader],
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this.descriptors.filter(WebGl2Renderer.hasSdf)
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this.gl.isWebGL2
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? [distanceVertexShader, distanceFragmentShader]
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: [distanceVertexShader100, distanceFragmentShader100],
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this.descriptors.filter(RendererImplementation.hasSdf)
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)
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);
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promises.push(
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this.lightsPass.initialize(
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[lightsVertexShader, lightsFragmentShader],
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this.descriptors.filter((d) => !WebGl2Renderer.hasSdf(d)),
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this.gl.isWebGL2
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? [lightsVertexShader, lightsFragmentShader]
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: [lightsVertexShader100, lightsFragmentShader100],
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this.descriptors.filter((d) => !RendererImplementation.hasSdf(d)),
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{
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palette: this.generatePaletteCode(palette),
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colorCount: palette.length.toString(),
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shadowTraceCount: settings.shadowTraceCount,
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}
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)
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@ -134,7 +148,9 @@ export class WebGl2Renderer implements Renderer {
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}
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public addDrawable(drawable: Drawable): void {
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if (WebGl2Renderer.hasSdf((drawable.constructor as typeof Drawable).descriptor)) {
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if (
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RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
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) {
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this.distancePass.addDrawable(drawable);
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} else {
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this.lightsPass.addDrawable(drawable as LightDrawable);
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@ -149,12 +165,12 @@ export class WebGl2Renderer implements Renderer {
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const numberToGlslFloat = (n: number) => (Number.isInteger(n) ? `${n}.0` : `${n}`);
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return palette
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.map(
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(c) =>
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`vec3(${numberToGlslFloat(c[0])}, ${numberToGlslFloat(
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c[1]
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)}, ${numberToGlslFloat(c[2])})`
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(c, i) =>
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`${this.gl.isWebGL2 ? '' : `colors[${i}] = `}vec3(${numberToGlslFloat(
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c[0]
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)}, ${numberToGlslFloat(c[1])}, ${numberToGlslFloat(c[2])})`
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)
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.join(',\n');
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.join(this.gl.isWebGL2 ? ',\n' : ';\n');
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}
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public renderDrawables() {
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23
src/graphics/rendering/shaders/distance-fs-100.glsl
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23
src/graphics/rendering/shaders/distance-fs-100.glsl
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@ -0,0 +1,23 @@
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#version 100
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precision lowp float;
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#define SURFACE_OFFSET 0.001
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uniform float maxMinDistance;
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uniform float distanceNdcPixelSize;
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varying vec2 position;
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{macroDefinitions}
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{declarations}
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void main() {
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float minDistance = maxMinDistance;
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float color = 0.0;
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{functionCalls}
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// minDistance / 2.0: NDC to UV scale
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gl_FragColor = vec4(minDistance / 2.0, color, 0.0, 0.0);
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}
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15
src/graphics/rendering/shaders/distance-vs-100.glsl
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15
src/graphics/rendering/shaders/distance-vs-100.glsl
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@ -0,0 +1,15 @@
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#version 100
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precision lowp float;
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uniform mat3 modelTransform;
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uniform vec2 squareToAspectRatio;
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attribute vec4 vertexPosition;
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varying vec2 position;
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void main() {
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vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
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gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
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position = vertexPosition2D.xy * squareToAspectRatio;
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}
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145
src/graphics/rendering/shaders/shading-fs-100.glsl
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145
src/graphics/rendering/shaders/shading-fs-100.glsl
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@ -0,0 +1,145 @@
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#version 100
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precision lowp float;
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#define INFINITY 1000.0
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#define INTENSITY_INSIDE_RATIO 0.5
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#define SHADOW_TRACE_COUNT {shadowTraceCount}
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{macroDefinitions}
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uniform vec2 squareToAspectRatioTimes2;
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uniform float shadingNdcPixelSize;
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uniform float shadowLength;
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uniform sampler2D distanceTexture;
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varying vec2 position;
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varying vec2 uvCoordinates;
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uniform vec3 ambientLight;
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vec3 colors[{colorCount}];
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float getDistance(in vec2 target, out vec3 color) {
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vec4 values = texture2D(distanceTexture, target);
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color = vec3(0.5);
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return values[0];
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}
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float getDistance(in vec2 target) {
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return texture2D(distanceTexture, target)[0];
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}
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float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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for (int j = 0; j < SHADOW_TRACE_COUNT; j++) {
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rayLength += getDistance(uvCoordinates + direction * rayLength);
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}
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return min(
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1.0,
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(
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step(lightCenterDistance, rayLength) +
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rayLength / (shadowLength * shadingNdcPixelSize)
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) * 2.0
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);
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}
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#ifdef CIRCLE_LIGHT_COUNT
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#if CIRCLE_LIGHT_COUNT > 0
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uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
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uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT];
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uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT];
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varying vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
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#endif
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#endif
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#ifdef FLASHLIGHT_COUNT
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#if FLASHLIGHT_COUNT > 0
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uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
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uniform float flashlightIntensities[FLASHLIGHT_COUNT];
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uniform vec3 flashlightColors[FLASHLIGHT_COUNT];
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uniform vec2 flashlightDirections[FLASHLIGHT_COUNT];
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varying vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
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float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
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return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
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}
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#endif
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#endif
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void main() {
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vec3 lighting = ambientLight;
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{palette};
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vec3 colorAtPosition;
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float startingDistance = getDistance(uvCoordinates, colorAtPosition);
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if (startingDistance < 0.0) {
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#ifdef CIRCLE_LIGHT_COUNT
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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(circleLightCenters[i], position);
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lighting += circleLightColors[i] / pow(
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lightCenterDistance / (circleLightIntensities[i] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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#endif
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#ifdef FLASHLIGHT_COUNT
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#if FLASHLIGHT_COUNT > 0
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for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
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float lightCenterDistance = distance(flashlightCenters[i], position);
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lighting += intensityInDirection(
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flashlightDirections[i],
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normalize(flashlightActualDirections[i])
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) * flashlightColors[i] / pow(
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lightCenterDistance / (flashlightIntensities[i] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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#endif
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} else {
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colorAtPosition = vec3(1.0);
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#ifdef CIRCLE_LIGHT_COUNT
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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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vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
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float lightCenterDistance = distance(circleLightCenters[i], position);
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lighting += circleLightColors[i] / pow(
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lightCenterDistance / circleLightIntensities[i] + 1.0, 2.0
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) * shadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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#endif
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#endif
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#ifdef FLASHLIGHT_COUNT
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#if FLASHLIGHT_COUNT > 0
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for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
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vec2 originalDirection = normalize(flashlightDirections[i]);
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vec2 direction = originalDirection / squareToAspectRatioTimes2;
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float lightCenterDistance = distance(flashlightCenters[i], position);
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vec3 lightColorAtPosition = intensityInDirection(flashlightDirections[i], positionDirection) *
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flashlightColors[i] / pow(
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lightCenterDistance / flashlightIntensities[i] + 1.0, 2.0
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);
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if (length(lightColorAtPosition) < 0.01) {
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continue;
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}
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lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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#endif
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#endif
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}
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gl_FragColor = vec4(colorAtPosition * lighting, 1.0);
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}
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@ -18,7 +18,7 @@ in vec2 uvCoordinates;
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uniform vec3 ambientLight;
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vec3[3] colors = vec3[](
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vec3[colorCount] colors = vec3[](
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{palette}
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);
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@ -50,25 +50,23 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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#ifdef CIRCLE_LIGHT_COUNT
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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 intensity;
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vec3 color;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
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uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT];
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uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT];
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in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
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lightCenterDistance = distance(light.center, position);
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return light.color / pow(
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lightCenterDistance / light.intensity + 1.0, 2.0
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vec3 colorInPosition(int lightIndex, out float lightCenterDistance) {
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lightCenterDistance = distance(circleLightCenters[lightIndex], position);
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return circleLightColors[lightIndex] / pow(
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lightCenterDistance / circleLightIntensities[lightIndex] + 1.0, 2.0
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);
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}
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vec3 colorInPositionInside(CircleLight light) {
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float lightCenterDistance = distance(light.center, position);
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return light.color / pow(
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lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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vec3 colorInPositionInside(int lightIndex) {
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float lightCenterDistance = distance(circleLightCenters[lightIndex], position);
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return circleLightColors[lightIndex] / pow(
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lightCenterDistance / (circleLightIntensities[lightIndex] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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@ -76,31 +74,31 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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#ifdef FLASHLIGHT_COUNT
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#if FLASHLIGHT_COUNT > 0
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uniform struct Flashlight {
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vec2 center;
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vec2 direction;
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float intensity;
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vec3 color;
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}[FLASHLIGHT_COUNT] flashlights;
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uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
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uniform float flashlightIntensities[FLASHLIGHT_COUNT];
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uniform vec3 flashlightColors[FLASHLIGHT_COUNT];
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uniform vec2 flashlightDirections[FLASHLIGHT_COUNT];
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in vec2[FLASHLIGHT_COUNT] flashlightDirections;
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in vec2[FLASHLIGHT_COUNT] flashlightActualDirections;
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float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
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return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
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}
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vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
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lightCenterDistance = distance(light.center, position);
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return intensityInDirection(light.direction, positionDirection) * light.color / pow(
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lightCenterDistance / light.intensity + 1.0, 2.0
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);
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vec3 colorInPosition(int lightIndex, vec2 positionDirection, out float lightCenterDistance) {
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lightCenterDistance = distance(flashlightCenters[lightIndex], position);
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return intensityInDirection(flashlightDirections[lightIndex], positionDirection) *
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flashlightColors[lightIndex] / pow(
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lightCenterDistance / flashlightIntensities[lightIndex] + 1.0, 2.0
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);
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}
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vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
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float lightCenterDistance = distance(light.center, position);
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return intensityInDirection(light.direction, positionDirection) * light.color / pow(
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lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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);
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vec3 colorInPositionInside(int lightIndex, vec2 positionDirection) {
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float lightCenterDistance = distance(flashlightCenters[lightIndex], position);
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return intensityInDirection(flashlightDirections[lightIndex], positionDirection) *
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flashlightColors[lightIndex] / pow(
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lightCenterDistance / (flashlightIntensities[lightIndex] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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#endif
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@ -116,7 +114,7 @@ void main() {
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#ifdef CIRCLE_LIGHT_COUNT
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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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lighting += colorInPositionInside(circleLights[i]);
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lighting += colorInPositionInside(i);
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}
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#endif
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#endif
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@ -124,7 +122,7 @@ void main() {
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#ifdef FLASHLIGHT_COUNT
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#if FLASHLIGHT_COUNT > 0
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for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
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lighting += colorInPositionInside(flashlights[i], normalize(flashlightDirections[i]));
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lighting += colorInPositionInside(i, normalize(flashlightActualDirections[i]));
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}
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#endif
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#endif
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@ -137,7 +135,7 @@ void main() {
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vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
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float lightCenterDistance;
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vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
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vec3 lightColorAtPosition = colorInPosition(i, lightCenterDistance);
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lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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@ -151,7 +149,7 @@ void main() {
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vec2 direction = originalDirection / squareToAspectRatioTimes2;
|
||||
|
||||
float lightCenterDistance;
|
||||
vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
|
||||
vec3 lightColorAtPosition = colorInPosition(i, originalDirection, lightCenterDistance);
|
||||
|
||||
if (length(lightColorAtPosition) < 0.01) {
|
||||
continue;
|
||||
|
|
|
|||
55
src/graphics/rendering/shaders/shading-vs-100.glsl
Normal file
55
src/graphics/rendering/shaders/shading-vs-100.glsl
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
#version 100
|
||||
|
||||
precision lowp float;
|
||||
|
||||
{macroDefinitions}
|
||||
|
||||
uniform mat3 modelTransform;
|
||||
attribute vec4 vertexPosition;
|
||||
|
||||
varying vec2 position;
|
||||
varying vec2 uvCoordinates;
|
||||
|
||||
uniform vec2 squareToAspectRatio;
|
||||
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
|
||||
varying vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
|
||||
varying vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
|
||||
#endif
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
vec3 vertexPosition2D = vec3(vertexPosition.xy, 1.0) * modelTransform;
|
||||
gl_Position = vec4(vertexPosition2D.xy, 0.0, 1.0);
|
||||
position = vertexPosition2D.xy * squareToAspectRatio;
|
||||
|
||||
uvCoordinates = (vertexPosition2D * mat3(
|
||||
0.5, 0.0, 0.5,
|
||||
0.0, 0.5, 0.5,
|
||||
0.0, 0.0, 1.0
|
||||
)).xy;
|
||||
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
circleLightDirections[i] = circleLightCenters[i] - position;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
flashlightActualDirections[i] = flashlightCenters[i] - position;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
|
@ -14,26 +14,15 @@ uniform vec2 squareToAspectRatio;
|
|||
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
uniform struct CircleLight {
|
||||
vec2 center;
|
||||
float intensity;
|
||||
vec3 color;
|
||||
}[CIRCLE_LIGHT_COUNT] circleLights;
|
||||
|
||||
uniform vec2 circleLightCenters[CIRCLE_LIGHT_COUNT];
|
||||
out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
uniform struct Flashlight {
|
||||
vec2 center;
|
||||
vec2 direction;
|
||||
float intensity;
|
||||
vec3 color;
|
||||
}[FLASHLIGHT_COUNT] flashlights;
|
||||
|
||||
out vec2[FLASHLIGHT_COUNT] flashlightDirections;
|
||||
uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
|
||||
out vec2[FLASHLIGHT_COUNT] flashlightActualDirections;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
|
@ -51,7 +40,7 @@ void main() {
|
|||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
circleLightDirections[i] = circleLights[i].center - position;
|
||||
circleLightDirections[i] = circleLightCenters[i] - position;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
|
@ -59,7 +48,7 @@ void main() {
|
|||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
flashlightDirections[i] = flashlights[i].center - position;
|
||||
flashlightActualDirections[i] = flashlightCenters[i] - position;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
import { mat2d, vec2, vec3 } from 'gl-matrix';
|
||||
import { UniversalRenderingContext } from '../graphics-library/universal-rendering-context';
|
||||
|
||||
export class UniformsProvider {
|
||||
public ambientLight = vec3.fromValues(0.25, 0.15, 0.25);
|
||||
|
|
@ -12,7 +13,7 @@ export class UniformsProvider {
|
|||
private squareToAspectRatio = vec2.create();
|
||||
private uvToWorld = mat2d.create();
|
||||
|
||||
public constructor(private gl: WebGL2RenderingContext) {}
|
||||
public constructor(private gl: UniversalRenderingContext) {}
|
||||
|
||||
public getUniforms(uniforms: any): any {
|
||||
return {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue