39 lines
1000 B
GLSL
39 lines
1000 B
GLSL
uniform mat4 ViewMatrix;
|
|
uniform mat4 ProjectionMatrix;
|
|
|
|
in vec3 Position;
|
|
in float Energy;
|
|
in vec3 Color;
|
|
|
|
in vec2 Corner;
|
|
|
|
flat out vec3 center;
|
|
flat out float energy;
|
|
flat out vec3 col;
|
|
|
|
const float zNear = 1.;
|
|
|
|
void main(void)
|
|
{
|
|
// Beyond that value, light is too attenuated
|
|
float r = 40 * Energy;
|
|
center = Position;
|
|
energy = Energy;
|
|
vec4 Center = ViewMatrix * vec4(Position, 1.);
|
|
if (Center.z > zNear) // Light is in front of the cam
|
|
{
|
|
vec3 UnitCenter = normalize(-Center.xyz);
|
|
float clampedR = min(r, Center.z - 1.);
|
|
float cosTheta = dot(UnitCenter, vec3(0., 0., -1));
|
|
float d = clampedR / cosTheta;
|
|
Center.xyz += d * UnitCenter;
|
|
}
|
|
else if (Center.z + r > zNear) // Light is behind the cam but in range
|
|
{
|
|
Center.z = zNear;
|
|
// TODO: Change r so that we make the screen aligned quad fits light range.
|
|
}
|
|
col = Color;
|
|
gl_Position = ProjectionMatrix * (Center + r * vec4(Corner, 0., 0.));
|
|
}
|