SHADER模块整理,初始化代码移至main

This commit is contained in:
MrZ626
2020-11-16 09:21:22 +08:00
parent ba486b5de7
commit f1f2eb583f
19 changed files with 55 additions and 59 deletions

View File

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#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
}