Add WebGL compatibility

This commit is contained in:
schmelczerandras 2020-09-22 16:41:59 +02:00
parent 3725f56c78
commit 1d4980ae28
29 changed files with 567 additions and 212 deletions

View file

@ -18,7 +18,7 @@ in vec2 uvCoordinates;
uniform vec3 ambientLight;
vec3[3] colors = vec3[](
vec3[colorCount] colors = vec3[](
{palette}
);
@ -50,25 +50,23 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
#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];
uniform float circleLightIntensities[CIRCLE_LIGHT_COUNT];
uniform vec3 circleLightColors[CIRCLE_LIGHT_COUNT];
in vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
vec3 colorInPosition(CircleLight light, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return light.color / pow(
lightCenterDistance / light.intensity + 1.0, 2.0
vec3 colorInPosition(int lightIndex, out float lightCenterDistance) {
lightCenterDistance = distance(circleLightCenters[lightIndex], position);
return circleLightColors[lightIndex] / pow(
lightCenterDistance / circleLightIntensities[lightIndex] + 1.0, 2.0
);
}
vec3 colorInPositionInside(CircleLight light) {
float lightCenterDistance = distance(light.center, position);
return light.color / pow(
lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
vec3 colorInPositionInside(int lightIndex) {
float lightCenterDistance = distance(circleLightCenters[lightIndex], position);
return circleLightColors[lightIndex] / pow(
lightCenterDistance / (circleLightIntensities[lightIndex] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
@ -76,31 +74,31 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
uniform struct Flashlight {
vec2 center;
vec2 direction;
float intensity;
vec3 color;
}[FLASHLIGHT_COUNT] flashlights;
uniform vec2 flashlightCenters[FLASHLIGHT_COUNT];
uniform float flashlightIntensities[FLASHLIGHT_COUNT];
uniform vec3 flashlightColors[FLASHLIGHT_COUNT];
uniform vec2 flashlightDirections[FLASHLIGHT_COUNT];
in vec2[FLASHLIGHT_COUNT] flashlightDirections;
in vec2[FLASHLIGHT_COUNT] flashlightActualDirections;
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
}
vec3 colorInPosition(Flashlight light, vec2 positionDirection, out float lightCenterDistance) {
lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.color / pow(
lightCenterDistance / light.intensity + 1.0, 2.0
);
vec3 colorInPosition(int lightIndex, vec2 positionDirection, out float lightCenterDistance) {
lightCenterDistance = distance(flashlightCenters[lightIndex], position);
return intensityInDirection(flashlightDirections[lightIndex], positionDirection) *
flashlightColors[lightIndex] / pow(
lightCenterDistance / flashlightIntensities[lightIndex] + 1.0, 2.0
);
}
vec3 colorInPositionInside(Flashlight light, vec2 positionDirection) {
float lightCenterDistance = distance(light.center, position);
return intensityInDirection(light.direction, positionDirection) * light.color / pow(
lightCenterDistance / (light.intensity * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
);
vec3 colorInPositionInside(int lightIndex, vec2 positionDirection) {
float lightCenterDistance = distance(flashlightCenters[lightIndex], position);
return intensityInDirection(flashlightDirections[lightIndex], positionDirection) *
flashlightColors[lightIndex] / pow(
lightCenterDistance / (flashlightIntensities[lightIndex] * INTENSITY_INSIDE_RATIO) + 1.0, 2.0
);
}
#endif
#endif
@ -116,7 +114,7 @@ void main() {
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
lighting += colorInPositionInside(circleLights[i]);
lighting += colorInPositionInside(i);
}
#endif
#endif
@ -124,7 +122,7 @@ void main() {
#ifdef FLASHLIGHT_COUNT
#if FLASHLIGHT_COUNT > 0
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
lighting += colorInPositionInside(flashlights[i], normalize(flashlightDirections[i]));
lighting += colorInPositionInside(i, normalize(flashlightActualDirections[i]));
}
#endif
#endif
@ -137,7 +135,7 @@ void main() {
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
float lightCenterDistance;
vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
vec3 lightColorAtPosition = colorInPosition(i, lightCenterDistance);
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
}
@ -151,7 +149,7 @@ void main() {
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;