diff options
Diffstat (limited to 'frig.frag')
-rw-r--r-- | frig.frag | 77 |
1 files changed, 34 insertions, 43 deletions
@@ -1,43 +1,34 @@ -#version 120
-uniform sampler2D sampler;
-
-uniform int numLight;
-uniform vec2 lightLocation[64];
-uniform float fireFlicker[64];
-uniform vec3 lightColor;
-uniform float amb;
-
-float b = .0005f;
-float minLight = .05f;
-float radius = sqrt(1.0f / (b * minLight));
-//float radius = b*minlight;
-
-float rand(vec2 co){
- return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
-}
-
-void main(){
- vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
- for(int i = 0; i < numLight; i++){
- vec2 loc = lightLocation[i];
- float dist = length(loc - gl_FragCoord.xy);
- //float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist);
- float attenuation = clamp(1.0f - dist*dist/(radius*radius), 0.0f, 1.0f); attenuation *= attenuation;
-
- color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f) * fireFlicker[i];
- }
- vec2 coords = gl_TexCoord[0].st;
- vec4 tex = texture2D(sampler, coords);
-
- color += vec4(amb,amb,amb,1.0f+amb);
- gl_FragColor = tex * vec4(color)*tex.a;
-}
-
-/* b values
- .002 10
- .008 50
- .0005 200
- .00008 500
- .00002 1000
- .00005 2000
-*/
+#version 120 +uniform sampler2D sampler; + +uniform int numLight; +uniform vec2 lightLocation[64]; +uniform float fireFlicker[64]; +uniform vec3 lightColor; +uniform float amb; + +float b = .0005f; +float minLight = .05f; +float radius = sqrt(1.0f / (b * minLight)); +//float radius = b*minlight; + +float rand(vec2 co){ + return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); +} + +void main(){ + vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f); + for(int i = 0; i < numLight; i++){ + vec2 loc = lightLocation[i]; + float dist = length(loc - gl_FragCoord.xy); + //float attenuation=1.0/(1.0+0.01*dist+0.00000000001*dist*dist); + float attenuation = clamp(1.0f - dist*dist/(radius*radius), 0.0f, 1.0f); attenuation *= attenuation; + + color += vec4(attenuation, attenuation, attenuation, 1.0f) * vec4(lightColor, 1.0f) * fireFlicker[i]; + } + vec2 coords = gl_TexCoord[0].st; + vec4 tex = texture2D(sampler, coords); + + color += vec4(amb,amb,amb,1.0f+amb); + gl_FragColor = tex * vec4(color)*tex.a; +}
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