Add WebGL compatibility
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3725f56c78
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29 changed files with 567 additions and 212 deletions
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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#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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