blob: 61bf10ff8fc3e357311539e64944bbd3bb099a17 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
|
precision mediump float;
layout (location = 0) uniform vec4 color_intensity;
layout (location = 1) uniform vec2 center;
layout (location = 2) uniform uint falloff;
layout (location = 3) uniform vec2 size;
out vec4 color;
void main() {
vec2 pos = gl_FragCoord.xy;
float L = color_intensity.w;
float dist = distance(pos, center);
//float dist = sqrt(tmp.x*tmp.x + tmp.y*tmp.y);
float A = 1;
//attenuation = ((light_dist - dist)**exponent) / (light_dist**exponent)
if (falloff == 0) // linear
A = max(0, (L - dist) / L);
else if (falloff == 2) // quadratic
{
float tmp = max(0, L - dist);
A = max(0, tmp*tmp / (L*L));
}
//I = sqrt(color_intensity.w*1.5)*16;
//dist = sqrt(tmp.x*tmp.x + tmp.y*tmp.y);
//float alpha = 1 - min(1, dist / I);
color = vec4(color_intensity.xyz, A);
}
|