stk-code_catmod/data/shaders/pointlight.vert
2014-04-07 22:20:43 +02:00

40 lines
1.0 KiB
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 = 500 * Energy;
center = Position;
energy = Energy;
vec4 Center = ViewMatrix * vec4(Position, 1.);
vec4 ProjectedCornerPosition = ProjectionMatrix * (Center + r * vec4(Corner, 0., 0.));
float adjustedDepth = ProjectedCornerPosition.z;
if (Center.z > zNear) // Light is in front of the cam
{
adjustedDepth = max(Center.z - r, zNear);
}
else if (Center.z + r > zNear) // Light is behind the cam but in range
{
adjustedDepth = zNear;
}
ProjectedCornerPosition /= ProjectedCornerPosition.w;
ProjectedCornerPosition.zw = (ProjectionMatrix * vec4(0., 0., adjustedDepth, 1.)).zw;
ProjectedCornerPosition.xy *= ProjectedCornerPosition.w;
col = Color;
gl_Position = ProjectedCornerPosition;
}