mirror of
https://github.com/raysan5/raylib.git
synced 2025-12-25 10:22:33 -05:00
spotlight example, each spot has own radius, mouse countrol (#1148)
NB glsl100 shader needs testing on "bare metal" Co-authored-by: codifies <nospam@antispam.com>
This commit is contained in:
@ -9,36 +9,61 @@ out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
#define MAX_SPOTS 2
|
||||
#define RADIUS 128
|
||||
#define INNER 96
|
||||
#define MAX_SPOTS 3
|
||||
|
||||
uniform vec2 spots[MAX_SPOTS]; // Spotlight positions array
|
||||
struct Spot {
|
||||
vec2 pos; // window coords of spot
|
||||
float inner; // inner fully transparent centre radius
|
||||
float radius; // alpha fades out to this radius
|
||||
};
|
||||
|
||||
uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
|
||||
uniform float screenWidth; // Width of the screen
|
||||
|
||||
void main()
|
||||
{
|
||||
float alpha = 0.0;
|
||||
float alpha = 1.0;
|
||||
|
||||
// Get the position of the current fragment (screen coordinates!)
|
||||
|
||||
vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
|
||||
|
||||
// Find out which spotlight is nearest
|
||||
float d = 65000; // some high value
|
||||
float di = 0;
|
||||
int fi = -1; // found index
|
||||
|
||||
for (int i = 0; i < MAX_SPOTS; i++)
|
||||
{
|
||||
di = distance(pos, spots[i]);
|
||||
if (d > di) d = di;
|
||||
for (int j = 0; j < MAX_SPOTS; j++)
|
||||
{
|
||||
float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
|
||||
if (d > dj )
|
||||
{
|
||||
d = dj;
|
||||
fi = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// d now equals distance to nearest spot...
|
||||
if (d > RADIUS) alpha = 1.0;
|
||||
else
|
||||
{
|
||||
if (d < INNER) alpha = 0.0;
|
||||
else alpha = (d - INNER)/(RADIUS - INNER);
|
||||
// allowing for the different radii of all spotlights
|
||||
if (fi != -1) {
|
||||
|
||||
if (d > spots[fi].radius)
|
||||
{
|
||||
alpha = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (d < spots[fi].inner)
|
||||
{
|
||||
alpha = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Right hand side of screen is dimly lit,
|
||||
|
||||
Reference in New Issue
Block a user