[example] Review shaders_spotlight to work on GLSL 100

This commit is contained in:
raysan5
2020-03-25 18:39:21 +01:00
parent 2dbcef218c
commit 74339b9fdc
3 changed files with 44 additions and 45 deletions

View File

@ -9,7 +9,7 @@ out vec4 finalColor;
// NOTE: Add here your custom variables
#define MAX_SPOTS 3
#define MAX_SPOTS 3
struct Spot {
vec2 pos; // window coords of spot
@ -25,19 +25,19 @@ void main()
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
int fi = -1; // found index
float d = 65000; // some high value
int fi = -1; // found index
for (int i = 0; i < MAX_SPOTS; i++)
{
for (int j = 0; j < MAX_SPOTS; j++)
{
float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
if (d > dj )
if (d > dj)
{
d = dj;
fi = i;
@ -47,22 +47,13 @@ void main()
// d now equals distance to nearest spot...
// allowing for the different radii of all spotlights
if (fi != -1) {
if (d > spots[fi].radius)
{
alpha = 1.0;
}
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);
}
if (d < spots[fi].inner) alpha = 0.0;
else alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].inner);
}
}