70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
// -*-C++-*-
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uniform float eyerel_x1;
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uniform float eyerel_y1;
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uniform float eyerel_z1;
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uniform float lightspot_r1;
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uniform float lightspot_g1;
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uniform float lightspot_b1;
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uniform float eyerel_x2;
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uniform float eyerel_y2;
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uniform float eyerel_z2;
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uniform float lightspot_r2;
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uniform float lightspot_g2;
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uniform float lightspot_b2;
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uniform float eyerel_x3;
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uniform float eyerel_y3;
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uniform float eyerel_z3;
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uniform float lightspot_r3;
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uniform float lightspot_g3;
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uniform float lightspot_b3;
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uniform float eyerel_x4;
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uniform float eyerel_y4;
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uniform float eyerel_z4;
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uniform float lightspot_r4;
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uniform float lightspot_g4;
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uniform float lightspot_b4;
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uniform float eyerel_x5;
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uniform float eyerel_y5;
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uniform float eyerel_z5;
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uniform float lightspot_r5;
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uniform float lightspot_g5;
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uniform float lightspot_b5;
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uniform float lightspot_project1;
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uniform float lightspot_project2;
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uniform float lightspot_dir1;
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uniform float lightspot_dir2;
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uniform float lightspot_size1;
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uniform float lightspot_size2;
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uniform float lightspot_size3;
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uniform float lightspot_size4;
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uniform float lightspot_size5;
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vec3 lightspot(vec3 relPos)
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{
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vec3 eye_rel = vec3 (eyerel_x1, eyerel_y1, eyerel_z1);
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vec3 difference_vec = relPos - eye_rel;
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mat2 rotMat = mat2 (cos(lightspot_dir1), sin(lightspot_dir1), -sin(lightspot_dir1), cos(lightspot_dir1));
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difference_vec.xy = rotMat * difference_vec.xy;
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difference_vec.x/= (1.0 + lightspot_project1);
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float lightspot_arg = (1.0 - smoothstep(5.0, 15.0, length(difference_vec))) * (1.0 - 0.5* smoothstep(5.0, 15.0/(1.0+lightspot_project1), difference_vec.x));
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vec3 lightspot_color = vec3 (lightspot_r1,lightspot_g1, lightspot_b1 ) * lightspot_arg;
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eye_rel = vec3 (eyerel_x2, eyerel_y2, eyerel_z2);
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lightspot_arg = (1.0 - smoothstep(0.0, 5.0, length(relPos - eye_rel)));
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lightspot_color += vec3 (lightspot_r2,lightspot_g2, lightspot_b2 ) * lightspot_arg;
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eye_rel = vec3 (eyerel_x3, eyerel_y3, eyerel_z3);
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lightspot_arg = (1.0 - smoothstep(0.0, 5.0, length(relPos - eye_rel)));
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lightspot_color += vec3 (lightspot_r3,lightspot_g3, lightspot_b3 ) * lightspot_arg;
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return lightspot_color;
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}
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