Improve shadows and add antialiasing
This commit is contained in:
parent
7d2c74d6a8
commit
40b9644171
13 changed files with 182 additions and 187 deletions
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@ -5,6 +5,7 @@ export interface DrawableDescriptor {
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uniformCountMacroName: string;
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sdf?: {
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shader: string;
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isInverted?: boolean;
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distanceFunctionName: string;
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};
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shaderCombinationSteps: Array<number>;
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@ -14,8 +14,9 @@ export class InvertedTunnel extends Drawable {
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uniform float toRadii[INVERTED_TUNNEL_COUNT];
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float invertedTunnelMinDistance(vec2 target, out float colorIndex) {
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float minDistance = 1000.0;
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colorIndex = 3.0;
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float minDistance = 1000.0;
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for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) {
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vec2 targetFromDelta = target - froms[i];
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@ -37,6 +38,7 @@ export class InvertedTunnel extends Drawable {
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return -minDistance;
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}
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`,
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isInverted: true,
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distanceFunctionName: 'invertedTunnelMinDistance',
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},
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propertyUniformMapping: {
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@ -21,8 +21,6 @@ export abstract class FrameBuffer {
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});
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this.gl.viewport(0, 0, this.size.x, this.size.y);
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this.gl.clearColor(0, 0, 0, 0);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
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}
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public destroy(): void {
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@ -1,4 +1,4 @@
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import { mat3, ReadonlyVec3, vec2, vec3 } from 'gl-matrix';
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import { mat3, ReadonlyVec3, ReadonlyVec4, vec2, vec3, vec4 } from 'gl-matrix';
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import { UniversalRenderingContext } from '../universal-rendering-context';
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const loaderMat3 = mat3.create();
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@ -71,6 +71,30 @@ export const loadUniform = (
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}
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);
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converters.set(
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WebGLRenderingContext.FLOAT_VEC4,
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(gl, v: ReadonlyVec4 | Array<vec4>, l) => {
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if (v.length == 0) {
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return;
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}
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if (v[0] instanceof Array || v[0] instanceof Float32Array) {
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const result = new Float32Array(v.length * 4);
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for (let i = 0; i < v.length; i++) {
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result[3 * i] = (v[i] as Array<number>)[0];
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result[3 * i + 1] = (v[i] as Array<number>)[1];
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result[3 * i + 2] = (v[i] as Array<number>)[2];
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result[3 * i + 3] = (v[i] as Array<number>)[3];
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}
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gl.uniform4fv(l, result);
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} else {
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gl.uniform4fv(l, v as vec4);
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}
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}
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);
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converters.set(WebGLRenderingContext.FLOAT_MAT3, (gl, v, l) => {
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if (gl.isWebGL2) {
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gl.uniformMatrix3fv(l, true, mat3.fromMat2d(loaderMat3, v));
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@ -38,12 +38,10 @@ export class PaletteTexture {
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imageData.data[4 * i + 0] = c[0] * 255;
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imageData.data[4 * i + 1] = c[1] * 255;
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imageData.data[4 * i + 2] = c[2] * 255;
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imageData.data[4 * i + 3] = c.length == 4 ? c[3] : 255;
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imageData.data[4 * i + 3] = c.length == 4 ? c[3] * 255 : 255;
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});
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ctx.putImageData(imageData, 0, 0);
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document.body.appendChild(canvas);
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this.setImage(canvas);
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}
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@ -144,10 +144,15 @@ export class UniformArrayAutoScalingProgram implements IProgram {
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descriptors[i].sdf!.distanceFunctionName
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}(position, objectColor);
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color = mix(objectColor / {paletteSize}, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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objectMinDistance
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));
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color = mix(
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objectColor / {paletteSize},
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color,
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${
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descriptors[i].sdf?.isInverted
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? `step(-distanceNdcPixelSize, -objectMinDistance)`
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: `step(distanceNdcPixelSize, objectMinDistance)`
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}
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);
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minDistance = min(minDistance, objectMinDistance);
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`;
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@ -0,0 +1,7 @@
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import { StartupSettings } from './startup-settings';
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export const defaultStartupSettings: StartupSettings = {
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shadowTraceCount: 16,
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paletteSize: 256,
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ignoreWebGL2: false,
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};
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@ -1,11 +1,11 @@
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import { vec3 } from 'gl-matrix';
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import { vec3, vec4 } from 'gl-matrix';
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export interface RuntimeSettings {
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enableHighDpiRendering: boolean;
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tileMultiplier: number;
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isWorldInverted: boolean;
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shadowLength: number;
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lightCutoffDistance: number;
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colorPalette: Array<vec3>;
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backgroundColor: vec3 | vec4;
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colorPalette: Array<vec3 | vec4>;
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ambientLight: vec3;
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}
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@ -1,4 +1,5 @@
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export interface StartupSettings {
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shadowTraceCount: number;
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paletteSize: number;
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ignoreWebGL2: boolean;
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}
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@ -2,8 +2,6 @@
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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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@ -24,6 +22,5 @@ void main() {
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minDistance = maxMinDistance;
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#endif
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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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gl_FragColor = vec4(minDistance * 8.0, color, 0.0, 1.0);
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}
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@ -2,8 +2,6 @@
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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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in vec2 position;
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@ -26,6 +24,5 @@ void main() {
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minDistance = maxMinDistance;
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#endif
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// minDistance / 2.0: NDC to UV scale
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fragmentColor = vec2(minDistance / 2.0, color);
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fragmentColor = vec2(minDistance, color);
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}
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@ -2,47 +2,38 @@
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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 vec2 squareToAspectRatioTimes2;
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uniform vec3 ambientLight;
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uniform vec4 backgroundColor;
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uniform sampler2D distanceTexture;
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uniform sampler2D palette;
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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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float getDistance(in vec2 target, out vec3 color) {
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float getDistance(in vec2 target, out vec4 color) {
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vec4 values = texture2D(distanceTexture, target);
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color = texture2D(palette, vec2(values[1], 0.0)).rgb;
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return values[0];
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color = texture2D(palette, vec2(values[1], 0.0));
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return values[0] / 8.0;
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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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return texture2D(distanceTexture, target)[0] / 8.0;
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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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rayLength += max(0.0, 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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return min(1.0, pow(rayLength / lightCenterDistance, 0.3));
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}
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#ifdef CIRCLE_LIGHT_COUNT
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@ -50,7 +41,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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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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@ -61,7 +51,6 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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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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@ -71,73 +60,70 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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#endif
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void main() {
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vec4 rgbaColorAtPosition;
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float startingDistance = getDistance(uvCoordinates, rgbaColorAtPosition);
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vec3 colorAtPosition = rgbaColorAtPosition.rgb;
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vec3 lighting = ambientLight;
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vec3 lightingInside = lighting * INTENSITY_INSIDE_RATIO;
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vec3 colorAtPosition;
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float startingDistance = getDistance(uvCoordinates, colorAtPosition);
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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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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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vec3 lightColorAtPosition = circleLightColors[i] / pow(
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lightCenterDistance / circleLightIntensities[i] + 1.0, 2.0
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);
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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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vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
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lighting += lightColorAtPosition * shadowTransparency(
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startingDistance,
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lightCenterDistance,
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direction
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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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for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
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vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
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lightingInside += lightColorAtPosition;
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}
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#endif
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#endif
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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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#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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vec3 lightColorAtPosition = colorInPosition(i, originalDirection, lightCenterDistance);
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float lightCenterDistance = intensityInDirection(flashlightDirections[i], positionDirection)
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* flashlightColors[lightIndex] / 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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vec2 direction = originalDirection / squareToAspectRatioTimes2
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lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
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if (length(lightColorAtPosition) < 0.0) {
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continue;
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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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lighting += lightColorAtPosition * shadowTransparency(
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startingDistance,
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lightCenterDistance,
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direction
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);
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lightingInside += lightColorAtPosition;
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}
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#endif
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#endif
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vec3 outsideColor = backgroundColor.rgb * lighting;
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vec3 insideColor = colorAtPosition * lightingInside;
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float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
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vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
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gl_FragColor = vec4(
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antialiasedColor,
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mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
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);
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}
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@ -2,26 +2,25 @@
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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 vec2 squareToAspectRatioTimes2;
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uniform vec3 ambientLight;
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uniform vec4 backgroundColor;
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uniform sampler2D distanceTexture;
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uniform sampler2D palette;
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in vec2 position;
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in vec2 uvCoordinates;
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uniform vec3 ambientLight;
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float getDistance(in vec2 target, out vec3 color) {
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float getDistance(in vec2 target, out vec4 color) {
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vec4 values = texture(distanceTexture, target);
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color = texture(palette, vec2(values[1], 0.0)).rgb;
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color = texture(palette, vec2(values[1], 0.0));
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return values[0];
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}
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@ -31,18 +30,10 @@ float getDistance(in vec2 target) {
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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 += max(0.0, 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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return min(1.0, pow(rayLength / lightCenterDistance, 0.3));
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}
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#ifdef CIRCLE_LIGHT_COUNT
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@ -51,21 +42,14 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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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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in vec2 circleLightDirections[CIRCLE_LIGHT_COUNT];
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vec3 colorInPosition(int lightIndex, out float lightCenterDistance) {
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lightCenterDistance = max(0.0, distance(circleLightCenters[lightIndex], position));
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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(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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#endif
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@ -76,7 +60,7 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
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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] flashlightActualDirections;
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in vec2 flashlightActualDirections[FLASHLIGHT_COUNT];
|
||||
|
||||
float intensityInDirection(vec2 lightDirection, vec2 targetDirection) {
|
||||
return smoothstep(0.0, 1.0, 10.0 * max(0.0, dot(targetDirection, lightDirection) - 0.9));
|
||||
|
|
@ -89,74 +73,69 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
|
|||
lightCenterDistance / flashlightIntensities[lightIndex] + 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
|
||||
|
||||
out vec4 fragmentColor;
|
||||
void main() {
|
||||
vec4 rgbaColorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, rgbaColorAtPosition);
|
||||
|
||||
vec3 colorAtPosition = rgbaColorAtPosition.rgb;
|
||||
|
||||
vec3 lighting = ambientLight;
|
||||
vec3 lightingInside = lighting * INTENSITY_INSIDE_RATIO;
|
||||
|
||||
vec3 colorAtPosition;
|
||||
float startingDistance = getDistance(uvCoordinates, colorAtPosition);
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
float lightCenterDistance;
|
||||
vec3 lightColorAtPosition = colorInPosition(i, lightCenterDistance);
|
||||
|
||||
if (startingDistance < 0.0) {
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
lighting += colorInPositionInside(i);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
|
||||
lighting += lightColorAtPosition * shadowTransparency(
|
||||
startingDistance,
|
||||
lightCenterDistance,
|
||||
direction
|
||||
);
|
||||
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
lighting += colorInPositionInside(i, normalize(flashlightActualDirections[i]));
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
} else {
|
||||
colorAtPosition = vec3(1.0);
|
||||
|
||||
#ifdef CIRCLE_LIGHT_COUNT
|
||||
#if CIRCLE_LIGHT_COUNT > 0
|
||||
for (int i = 0; i < CIRCLE_LIGHT_COUNT; i++) {
|
||||
vec2 direction = normalize(circleLightDirections[i]) / squareToAspectRatioTimes2;
|
||||
|
||||
float lightCenterDistance;
|
||||
vec3 lightColorAtPosition = colorInPosition(i, lightCenterDistance);
|
||||
|
||||
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
vec2 originalDirection = normalize(flashlightDirections[i]);
|
||||
vec2 direction = originalDirection / squareToAspectRatioTimes2;
|
||||
|
||||
float lightCenterDistance;
|
||||
vec3 lightColorAtPosition = colorInPosition(i, originalDirection, lightCenterDistance);
|
||||
|
||||
if (length(lightColorAtPosition) < 0.01) {
|
||||
continue;
|
||||
}
|
||||
|
||||
lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
lightingInside += lightColorAtPosition;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
fragmentColor = vec4(colorAtPosition * lighting, 1.0);
|
||||
#ifdef FLASHLIGHT_COUNT
|
||||
#if FLASHLIGHT_COUNT > 0
|
||||
for (int i = 0; i < FLASHLIGHT_COUNT; i++) {
|
||||
vec2 originalDirection = normalize(flashlightDirections[i]);
|
||||
|
||||
float lightCenterDistance;
|
||||
vec3 lightColorAtPosition = colorInPosition(i, originalDirection, lightCenterDistance);
|
||||
|
||||
vec2 direction = originalDirection / squareToAspectRatioTimes2
|
||||
|
||||
if (length(lightColorAtPosition) < 0.0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
lighting += lightColorAtPosition * shadowTransparency(
|
||||
startingDistance,
|
||||
lightCenterDistance,
|
||||
direction
|
||||
);
|
||||
|
||||
lightingInside += lightColorAtPosition;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vec3 outsideColor = backgroundColor.rgb * lighting;
|
||||
vec3 insideColor = colorAtPosition * lightingInside;
|
||||
|
||||
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
|
||||
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
|
||||
fragmentColor = vec4(
|
||||
antialiasedColor,
|
||||
mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
|
||||
);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue