Files
Techmino/Zframework/light/lightRender.glsl
2021-02-09 17:44:21 +08:00

29 lines
1008 B
GLSL

#define PI 3.14159
extern float xresolution;
// Sample from 1D vis-depth map
float samp(vec2 coord,float r,Image u_texture){
return step(r,Texel(u_texture,coord).r);
}
vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 screen_coords){
// Cartesian to polar, y of 1D sample is always 0
vec2 norm=tex_coords.st*2.-1.;
vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.);
float r=length(norm);
// Enlarge blur parameter by distance, light scattering simulation
float blur=(1./xresolution)*smoothstep(0.3,1.,r);
// Simple Gaussian blur
float sum=// Brightness(0~1)
samp(vec2(tc.x-3.*blur,tc.y),r,tex)*0.1
+samp(vec2(tc.x-2.*blur,tc.y),r,tex)*0.13
+samp(vec2(tc.x-1.*blur,tc.y),r,tex)*0.17
+samp(tc,r,tex)*0.2// The center tex coord, which gives us hard shadows.
+samp(vec2(tc.x+1.*blur,tc.y),r,tex)*0.17
+samp(vec2(tc.x+2.*blur,tc.y),r,tex)*0.13
+samp(vec2(tc.x+3.*blur,tc.y),r,tex)*0.1;
// Multiply the distance to get a soft fading
return vec4(vec3(1.),sum*smoothstep(1.,0.,r));
}