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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;
layout (location = 4) uniform uint mode;
layout (location = 5) uniform sampler2D sampler;
out vec4 color;
//layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
void main() {
if (mode == 1) // draw
{
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);
}
else if (mode == 2) // blend
{
color = texture(sampler, gl_FragCoord.xy * size);
}
}
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