Add more improvements
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e1c74a8054
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29 changed files with 288 additions and 160 deletions
72
src/graphics/rendering/shaders/distance-fs.glsl
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72
src/graphics/rendering/shaders/distance-fs.glsl
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#version 300 es
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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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{macroDefinitions}
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{declarations}
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/*
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#endif
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#if BLOB_COUNT > 0
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uniform struct {
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vec2 headCenter;
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vec2 leftFootCenter;
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vec2 rightFootCenter;
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float headRadius;
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float footRadius;
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float k;
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}[BLOB_COUNT] blobs;
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float smoothMin(float a, float b)
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{
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const float k = 2.0;
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a = pow(a, k);
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b = pow(b, k);
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return pow((a * b) / (a + b), 1.0 / k);
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}
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float circleMinDistance(vec2 circleCenter, float radius) {
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return distance(position, circleCenter) - radius;
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}
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void blobMinDistance(inout float minDistance, inout float color) {
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for (int i = 0; i < BLOB_COUNT; i++) {
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float headDistance = circleMinDistance(blobs[i].headCenter, blobs[i].headRadius);
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float leftFootDistance = circleMinDistance(blobs[i].leftFootCenter, blobs[i].footRadius);
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float rightFootDistance = circleMinDistance(blobs[i].rightFootCenter, blobs[i].footRadius);
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float res = min(
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smoothMin(headDistance, leftFootDistance),
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smoothMin(headDistance, rightFootDistance)
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);
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res = min(100.0, headDistance);
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res = min(res, leftFootDistance);
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res = min(res, rightFootDistance);
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//color = mix(2.0, color, step(distanceUvPixelSize + SURFACE_OFFSET, res));
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minDistance = min(minDistance, res);
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color = mix(2.0, color, step(distanceNdcPixelSize + SURFACE_OFFSET, res));
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}
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}
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#endif
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*/
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out vec2 fragmentColor;
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void main() {
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float minDistance = maxMinDistance;
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float color = 1.0;
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{functionCalls}
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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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}
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15
src/graphics/rendering/shaders/distance-vs.glsl
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15
src/graphics/rendering/shaders/distance-vs.glsl
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#version 300 es
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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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in vec4 vertexPosition;
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out 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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175
src/graphics/rendering/shaders/shading-fs.glsl
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175
src/graphics/rendering/shaders/shading-fs.glsl
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#version 300 es
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precision lowp float;
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#define INFINITY 1000.0
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#define LIGHT_DROP_INSIDE_RATIO 0.5
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#define AMBIENT_LIGHT vec3(0.25, 0.15, 0.25)
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#define SHADOW_HARDNESS 150.0
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#define HARD_SHADOW_TRACE_COUNT {hardShadowTraceCount}
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#define SOFT_SHADOW_TRACE_COUNT {softShadowTraceCount}
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{macroDefinitions}
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uniform bool softShadowsEnabled;
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uniform vec2 squareToAspectRatioTimes2;
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uniform float shadingNdcPixelSize;
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uniform sampler2D distanceTexture;
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in vec2 position;
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in vec2 uvCoordinates;
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vec3[3] colors = vec3[](
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{palette}
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);
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float getDistance(in vec2 target, out vec3 color) {
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vec4 values = texture(distanceTexture, target);
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color = colors[int(values[1])];
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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 texture(distanceTexture, target)[0];
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}
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float softShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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float q = 1.0 / SHADOW_HARDNESS;
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for (int j = 0; j < SOFT_SHADOW_TRACE_COUNT; j++) {
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float minDistance = getDistance(uvCoordinates + direction * rayLength);
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q = min(q, minDistance / rayLength);
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rayLength += minDistance / 2.5;
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if (rayLength >= lightCenterDistance) {
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return q * SHADOW_HARDNESS;
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}
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}
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return 0.0;
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}
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float hardShadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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float rayLength = startingDistance;
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for (int j = 0; j < HARD_SHADOW_TRACE_COUNT; j++) {
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rayLength += getDistance(uvCoordinates + direction * rayLength);
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}
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return step(lightCenterDistance, rayLength);
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}
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float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
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return softShadowsEnabled ?
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softShadowTransparency(startingDistance, lightCenterDistance, direction) :
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hardShadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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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 lightDrop;
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vec3 value;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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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.value / pow(
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lightCenterDistance / light.lightDrop + 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.value / pow(
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lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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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 lightDrop;
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vec3 value;
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}[FLASHLIGHT_COUNT] flashlights;
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in vec2[FLASHLIGHT_COUNT] flashlightDirections;
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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.value / pow(
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lightCenterDistance / light.lightDrop + 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.value / pow(
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lightCenterDistance / (light.lightDrop * LIGHT_DROP_INSIDE_RATIO) + 1.0, 2.0
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);
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}
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#endif
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out vec4 fragmentColor;
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void main() {
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vec3 lighting = AMBIENT_LIGHT;
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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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#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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}
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#endif
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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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}
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#endif
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} else {
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colorAtPosition = vec3(1.0);
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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;
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vec3 lightColorAtPosition = colorInPosition(circleLights[i], lightCenterDistance);
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lighting += lightColorAtPosition * shadowTransparency(startingDistance, lightCenterDistance, direction);
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}
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#endif
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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;
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vec3 lightColorAtPosition = colorInPosition(flashlights[i], originalDirection, lightCenterDistance);
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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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}
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fragmentColor = vec4(colorAtPosition * lighting, 1.0);
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}
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58
src/graphics/rendering/shaders/shading-vs.glsl
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58
src/graphics/rendering/shaders/shading-vs.glsl
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#version 300 es
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precision lowp float;
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{macroDefinitions}
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uniform mat3 modelTransform;
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in vec4 vertexPosition;
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out vec2 position;
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out vec2 uvCoordinates;
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uniform vec2 squareToAspectRatio;
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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 lightDrop;
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vec3 value;
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}[CIRCLE_LIGHT_COUNT] circleLights;
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out vec2[CIRCLE_LIGHT_COUNT] circleLightDirections;
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#endif
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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 lightDrop;
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vec3 value;
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}[FLASHLIGHT_COUNT] flashlights;
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out vec2[FLASHLIGHT_COUNT] flashlightDirections;
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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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#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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}
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#endif
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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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}
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#endif
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}
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