代码规范:把所有的tab换成空格
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@@ -10,77 +10,77 @@ local shadowMapShader=gc.newShader('Zframework/light/shadowMap.glsl')--Shader fo
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local lightRenderShader=gc.newShader('Zframework/light/lightRender.glsl')--Shader for rendering blurred lights and shadows.
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local Lights={}--Lightsource objects
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local function move(L,x,y)
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L.x,L.y=x,y
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L.x,L.y=x,y
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end
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local function setPow(L,pow)
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L.size=pow
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L.size=pow
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end
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local function drawLight(L)
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local s=L.size
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local s=L.size
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--Initialization
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gc_setCanvas(L.blackCanvas)clear()
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gc_setCanvas(L.shadowCanvas)clear()
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gc_setCanvas(L.renderCanvas)clear()
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lightRenderShader:send('xresolution',s)
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shadowMapShader:send('yresolution',s)
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--Initialization
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gc_setCanvas(L.blackCanvas)clear()
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gc_setCanvas(L.shadowCanvas)clear()
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gc_setCanvas(L.renderCanvas)clear()
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lightRenderShader:send('xresolution',s)
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shadowMapShader:send('yresolution',s)
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--Get up-left of light
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local X=L.x-s*.5
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local Y=L.y-s*.5
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--Get up-left of light
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local X=L.x-s*.5
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local Y=L.y-s*.5
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--Render solid
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gc_translate(-X,-Y)
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L.blackCanvas:renderTo(L.blackFn)
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gc_translate(X,Y)
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--Render solid
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gc_translate(-X,-Y)
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L.blackCanvas:renderTo(L.blackFn)
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gc_translate(X,Y)
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--Render shade canvas by solid
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gc_setShader(shadowMapShader)
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gc_setCanvas(L.shadowCanvas)
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gc_draw(L.blackCanvas)
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--Render shade canvas by solid
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gc_setShader(shadowMapShader)
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gc_setCanvas(L.shadowCanvas)
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gc_draw(L.blackCanvas)
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--Render light canvas by shade
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gc_setShader(lightRenderShader)
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gc_setCanvas(L.renderCanvas)
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gc_draw(L.shadowCanvas,0,0,0,1,s)
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--Render light canvas by shade
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gc_setShader(lightRenderShader)
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gc_setCanvas(L.renderCanvas)
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gc_draw(L.shadowCanvas,0,0,0,1,s)
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--Ready to final render
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gc_setShader()gc_setCanvas()gc.setBlendMode('add')
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--Ready to final render
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gc_setShader()gc_setCanvas()gc.setBlendMode('add')
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--Render to screen
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gc_draw(L.renderCanvas,X,Y+s,0,1,-1)
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--Render to screen
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gc_draw(L.renderCanvas,X,Y+s,0,1,-1)
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--Reset
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gc.setBlendMode('alpha')
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--Reset
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gc.setBlendMode('alpha')
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end
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local LIGHT={}
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function LIGHT.draw()
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gc_setColor(1,1,1)
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for i=1,#Lights do
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drawLight(Lights[i])
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end
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gc_setColor(1,1,1)
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for i=1,#Lights do
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drawLight(Lights[i])
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end
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end
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function LIGHT.clear()
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for i=1,#Lights do
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Lights[i].blackCanvas:release()
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Lights[i].shadowCanvas:release()
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Lights[i].renderCanvas:release()
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Lights[i]=nil
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end
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for i=1,#Lights do
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Lights[i].blackCanvas:release()
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Lights[i].shadowCanvas:release()
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Lights[i].renderCanvas:release()
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Lights[i]=nil
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end
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end
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function LIGHT.add(x,y,radius,solidFunc)
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local id=#Lights+1
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Lights[id]={
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id=id,
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x=x,y=y,size=radius,
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blackCanvas=gc.newCanvas(radius,radius),--Solid canvas
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shadowCanvas=gc.newCanvas(radius,1),--1D vis-depth canvas
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renderCanvas=gc.newCanvas(radius,radius),--Light canvas
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blackFn=solidFunc,--Solid draw function
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local id=#Lights+1
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Lights[id]={
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id=id,
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x=x,y=y,size=radius,
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blackCanvas=gc.newCanvas(radius,radius),--Solid canvas
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shadowCanvas=gc.newCanvas(radius,1),--1D vis-depth canvas
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renderCanvas=gc.newCanvas(radius,radius),--Light canvas
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blackFn=solidFunc,--Solid draw function
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move=move,
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setPow=setPow,
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}
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move=move,
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setPow=setPow,
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}
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end
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return LIGHT
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@@ -2,28 +2,28 @@
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extern float xresolution;
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// Sample from 1D vis-depth map
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float samp(vec2 coord,float r,Image u_texture){
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return step(r,Texel(u_texture,coord).r);
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return step(r,Texel(u_texture,coord).r);
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}
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 screen_coords){
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// Cartesian to polar, y of 1D sample is always 0
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vec2 norm=tex_coords.st*2.-1.;
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vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
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float r=length(norm);
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// Cartesian to polar, y of 1D sample is always 0
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vec2 norm=tex_coords.st*2.-1.;
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vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
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float r=length(norm);
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// Enlarge blur parameter by distance, light scattering simulation
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float blur=(1./xresolution)*smoothstep(0.3,1.,r);
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// Enlarge blur parameter by distance, light scattering simulation
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float blur=(1./xresolution)*smoothstep(0.3,1.,r);
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// Simple Gaussian blur
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float sum=// Brightness(0~1)
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samp(vec2(tc.x-3.*blur,tc.y),r,tex)*0.1
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+samp(vec2(tc.x-2.*blur,tc.y),r,tex)*0.13
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+samp(vec2(tc.x-1.*blur,tc.y),r,tex)*0.17
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// Simple Gaussian blur
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float sum=// Brightness(0~1)
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samp(vec2(tc.x-3.*blur,tc.y),r,tex)*0.1
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+samp(vec2(tc.x-2.*blur,tc.y),r,tex)*0.13
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+samp(vec2(tc.x-1.*blur,tc.y),r,tex)*0.17
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+samp(tc,r,tex)*0.2// The center tex coord, which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,tex)*0.17
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+samp(vec2(tc.x+2.*blur,tc.y),r,tex)*0.13
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+samp(vec2(tc.x+3.*blur,tc.y),r,tex)*0.1;
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+samp(tc,r,tex)*0.2// The center tex coord, which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,tex)*0.17
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+samp(vec2(tc.x+2.*blur,tc.y),r,tex)*0.13
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+samp(vec2(tc.x+3.*blur,tc.y),r,tex)*0.1;
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// Multiply the distance to get a soft fading
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return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
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// Multiply the distance to get a soft fading
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return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
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}
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@@ -1,20 +1,20 @@
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#define PI 3.14
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extern float yresolution;
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vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 screen_coords){
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// Iterate through the occluder map's y-axis.
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for(float y=0.;y<yresolution;y++){
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// Cartesian to polar
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// y/yresolution=distance to light source(0~1)
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vec2 norm=vec2(tex_coords.s,y/yresolution)*2.-1.;
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float theta=PI*1.5+norm.x*PI;
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float r=(1.+norm.y)*0.5;
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// Iterate through the occluder map's y-axis.
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for(float y=0.;y<yresolution;y++){
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// Cartesian to polar
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// y/yresolution=distance to light source(0~1)
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vec2 norm=vec2(tex_coords.s,y/yresolution)*2.-1.;
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float theta=PI*1.5+norm.x*PI;
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float r=(1.+norm.y)*0.5;
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//sample from solid
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if(
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Texel(tex,(
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vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5// Coord of solid sampling
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)).a>0.1
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)return vec4(vec3(y/yresolution),1.);// Collision check, alpha>0.1 means transparent
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}
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return vec4(1.);// Return max distance 1
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//sample from solid
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if(
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Texel(tex,(
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vec2(-r*sin(theta),-r*cos(theta))*0.5+0.5// Coord of solid sampling
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)).a>0.1
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)return vec4(vec3(y/yresolution),1.);// Collision check, alpha>0.1 means transparent
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}
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return vec4(1.);// Return max distance 1
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}
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