0.8.13
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5
shader/glow.cs
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5
shader/glow.cs
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extern float X;extern float Y;extern float W;extern float H;
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vec4 effect(vec4 C,Image Tx,vec2 Tcd,vec2 Pcd){
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C[3]=min((Pcd.x-X)/W*.3+(Pcd.y-Y)/H*.1,.3)+.5;
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return C;
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}
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30
shader/lightRender.cs
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30
shader/lightRender.cs
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#define PI 3.14
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extern float xresolution;
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//从1D距离map采样
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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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//直角转极坐标,用于采样1D材质的y总是0
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vec2 norm=texture_coords.st*2.-1.;
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float r=length(norm);
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vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
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//根据离光源距离放大模糊系数,模拟影子淡出
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float blur=(1./xresolution)*smoothstep(0.,1.,r);
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//简易高斯模糊
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float sum=
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samp(vec2(tc.x-4.*blur,tc.y),r,texture)*.5
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+samp(vec2(tc.x-3.*blur,tc.y),r,texture)*.9
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+samp(vec2(tc.x-2.*blur,tc.y),r,texture)*.12
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+samp(vec2(tc.x-1.*blur,tc.y),r,texture)*.15
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+samp(tc,r,texture)*.16//The center tex coord,which gives us hard shadows.
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+samp(vec2(tc.x+1.*blur,tc.y),r,texture)*.15
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+samp(vec2(tc.x+2.*blur,tc.y),r,texture)*.12
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+samp(vec2(tc.x+3.*blur,tc.y),r,texture)*.9
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+samp(vec2(tc.x+4.*blur,tc.y),r,texture)*.5;
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//sum值为亮度(0~1)
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//乘上距离得到逐渐变淡的光线
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return vec4(vec3(1.),sum*smoothstep(1.,.1,r));
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}
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16
shader/shadowMap.cs
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16
shader/shadowMap.cs
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@@ -0,0 +1,16 @@
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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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//Iterate through the occluder map's y-axis.
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for(float y=0.;y<yresolution;y++){
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//直角转极坐标
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vec2 norm=vec2(texture_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)*.5;
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//y/yresolution为到光源的距离(0~1)
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//遮光物采样
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vec4 data=Texel(texture,(vec2(-r*sin(theta),-r*cos(theta))*.5+.5));//vec2()..是遮光物采样的coord
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if(data.a>.1)return vec4(vec3(y/yresolution),1.);//碰撞检测,像素透明度>.1即透光
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}
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return vec4(1,1,1,1);//返回最远距离1
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}
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