0.8.22:Shader Update

This commit is contained in:
MrZ_26
2020-05-28 15:16:38 +08:00
parent 76fab86692
commit 08883b952f
107 changed files with 1220 additions and 1009 deletions

21
shader/shadowMap.glsl Normal file
View File

@@ -0,0 +1,21 @@
#define PI 3.14
extern float yresolution;
vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
//Iterate through the occluder map's y-axis.
for(float y=0.;y<yresolution;y++){
//cartesian to polar
// y/yresolution=distance to light source(0~1)
vec2 norm=vec2(texture_coords.s,y/yresolution)*2.-1.;
float theta=PI*1.5+norm.x*PI;
float r=(1.+norm.y)*0.5;
//sample from solid
if(
Texel(texture,(
vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5//coord of solid sampling
))
.a>0.1
)return vec4(vec3(y/yresolution),1.);//collision check, alpha>0.1 means transparent
}
return vec4(1.,1.,1.,1.);//return max distance 1
}