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synced 2026-01-29 18:29:18 -05:00
Remove trailing spaces
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@ -16,10 +16,10 @@ uniform float screenWidth; // Width of the screen
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void main()
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{
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float alpha = 1.0;
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// Get the position of the current fragment (screen coordinates!)
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vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
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// Find out which spotlight is nearest
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float d = 65000.0; // some high value
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int fi = -1; // found index
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@ -29,18 +29,18 @@ void main()
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for (int j = 0; j < MAX_SPOTS; j++)
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{
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float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
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if (d > dj)
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if (d > dj)
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{
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d = dj;
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fi = i;
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}
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}
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}
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// d now equals distance to nearest spot...
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// allowing for the different radii of all spotlights
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if (fi == 0)
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if (fi == 0)
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{
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if (d > spots[0].radius) alpha = 1.0;
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else
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@ -49,7 +49,7 @@ void main()
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else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
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}
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}
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else if (fi == 1)
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else if (fi == 1)
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{
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if (d > spots[1].radius) alpha = 1.0;
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else
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@ -58,7 +58,7 @@ void main()
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else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
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}
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}
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else if (fi == 2)
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else if (fi == 2)
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{
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if (d > spots[2].radius) alpha = 1.0;
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else
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@ -67,8 +67,8 @@ void main()
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else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
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}
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}
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// Right hand side of screen is dimly lit,
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// Right hand side of screen is dimly lit,
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// could make the threshold value user definable
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if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
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