Add WebGL compatibility
This commit is contained in:
parent
3725f56c78
commit
1d4980ae28
29 changed files with 567 additions and 212 deletions
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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#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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#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;
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float lightCenterDistance;
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vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
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vec3 lightColorAtPosition = colorInPosition(i, originalDirection, lightCenterDistance);
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if (length(lightColorAtPosition) < 0.01) {
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continue;
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55
src/graphics/rendering/shaders/shading-vs-100.glsl
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55
src/graphics/rendering/shaders/shading-vs-100.glsl
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#version 100
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precision lowp float;
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{macroDefinitions}
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uniform mat3 modelTransform;
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attribute vec4 vertexPosition;
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varying vec2 position;
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varying vec2 uvCoordinates;
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uniform vec2 squareToAspectRatio;
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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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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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varying vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
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#endif
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#endif
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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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uvCoordinates = (vertexPosition2D * mat3(
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0.5, 0.0, 0.5,
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0.0, 0.5, 0.5,
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0.0, 0.0, 1.0
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)).xy;
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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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circleLightDirections[i] = circleLightCenters[i] - position;
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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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flashlightActualDirections[i] = flashlightCenters[i] - position;
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}
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#endif
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#endif
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}
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@ -14,26 +14,15 @@ uniform vec2 squareToAspectRatio;
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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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out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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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 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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out vec2[FLASHLIGHT_COUNT] flashlightDirections;
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uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
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out vec2[FLASHLIGHT_COUNT] flashlightActualDirections;
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#endif
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#endif
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@ -51,7 +40,7 @@ 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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circleLightDirections[i] = circleLights[i].center - position;
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circleLightDirections[i] = circleLightCenters[i] - position;
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}
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#endif
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#endif
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@ -59,7 +48,7 @@ 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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flashlightDirections[i] = flashlights[i].center - position;
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flashlightActualDirections[i] = flashlightCenters[i] - position;
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}
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#endif
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#endif
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