Created
March 29, 2020 20:31
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Attempt at lighting shader
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#define M_PI 3.1415926535897932384626433832795 | |
#define NUM_LIGHTS 32 | |
struct Light { | |
vec2 position; | |
// color of the light | |
vec3 diffuse; | |
// power of the light | |
float power; | |
}; | |
uniform Light lights[NUM_LIGHTS]; | |
uniform int num_lights; | |
uniform vec2 screen; | |
const float constant = 1.0; | |
const float linear = 0.09; | |
const float quadratic = 0.032; | |
uniform sampler2D texture; | |
void main() | |
{ | |
vec2 norm_screen = vec2(gl_TexCoord[0].x, gl_TexCoord[0].y); | |
vec3 diffuse = vec3(0); | |
for (int i = 0; i < num_lights; i++) { | |
Light light = lights[i]; | |
vec2 norm_pos = light.position / screen; | |
float distance = length(norm_pos - norm_screen) * light.power; | |
float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance)); | |
diffuse += light.diffuse * attenuation; | |
} | |
diffuse = clamp(diffuse, 0.0, 1.0); | |
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); | |
gl_FragColor = vec4(diffuse, 1.0); | |
} |
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c++: shader.setUniform("screen", sf::Glsl::Vec2(500.0f, 500.0f)); shader.setUniform("texture", shapeTexture); shader.setUniform("num_lights", 1); shader.setUniform("lights[0].position", sf::Glsl::Vec2(250.0f, 250.0f)); shader.setUniform("lights[0].diffuse", sf::Glsl::Vec3(1.0, 1.0, 1.0)); shader.setUniform("lights[0].power", 1);