init
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41
src/lib/shaders/poly_shadow.glsl
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41
src/lib/shaders/poly_shadow.glsl
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#define PI 3.1415926535897932384626433832795
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extern vec3 lightPosition;
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extern vec3 lightColor;
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extern float lightRange;
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extern float lightSmooth;
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extern vec2 lightGlow;
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extern float lightDirection;
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extern float lightAngle;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
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vec4 pixel = Texel(texture, texture_coords);
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vec3 lightToPixel = vec3(pixel_coords.x, pixel_coords.y, 0.0) - lightPosition;
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float distance = length(lightToPixel);
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float att = 1 - distance / lightRange;
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if(lightAngle > 0.0) {
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float angle2 = atan(lightPosition.x - pixel_coords.x, pixel_coords.y - lightPosition.y) + PI;
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if(lightDirection - lightAngle > 0 && lightDirection + lightAngle < PI * 2) {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) && angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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} else {
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if(angle2 < mod(lightDirection + lightAngle, PI * 2) || angle2 > mod(lightDirection - lightAngle, PI * 2)) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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}
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if (distance <= lightRange) {
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if (lightGlow.x < 1.0 && lightGlow.y > 0.0) {
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pixel.rgb = clamp(lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y, 0.0, 1.0);
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} else {
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pixel.rgb = lightColor * pow(att, lightSmooth);
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}
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} else {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}
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return pixel;
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}
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