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