更真实的3D方块
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@@ -4,9 +4,9 @@ extern float xresolution;
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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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}
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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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=texture_coords.st*2.-1.;
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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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@@ -15,14 +15,14 @@ vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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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,texture)*0.1
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+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*0.13
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+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*0.17
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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,texture)*0.2// The center tex coord, which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*0.17
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+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*0.13
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+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*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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@@ -1,17 +1,17 @@
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#define PI 3.14
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extern float yresolution;
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vec4 effect(vec4 color,Image texture,vec2 texture_coords,vec2 screen_coords){
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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(texture_coords.s,y/yresolution)*2.-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(texture,(
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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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