Step 5 GLSL#

../../_images/step_05.png
step_05.glsl#
 1#define N 500
 2
 3// x, y position of the light
 4uniform vec2 lightPosition;
 5// Size of light in pixels
 6uniform float lightSize;
 7
 8float terrain(vec2 samplePoint)
 9{
10    float samplePointAlpha = texture(iChannel0, samplePoint).a;
11    float sampleStepped = step(0.1, samplePointAlpha);
12    float returnValue = 1.0 - sampleStepped;
13
14    return returnValue;
15}
16
17void mainImage( out vec4 fragColor, in vec2 fragCoord )
18{
19    // Distance in pixels to the light
20    float distanceToLight = length(lightPosition - fragCoord);
21
22    // Normalize the fragment coordinate from (0.0, 0.0) to (1.0, 1.0)
23    vec2 normalizedFragCoord = fragCoord/iResolution.xy;
24    vec2 normalizedLightCoord = lightPosition.xy/iResolution.xy;
25
26    // Start our mixing variable at 1.0
27    float lightAmount = 1.0;
28    for(float i = 0.0; i < N; i++)
29    {
30        // A 0.0 - 1.0 ratio between where our current pixel is, and where the light is
31        float t = i / N;
32        // Grab a coordinate between where we are and the light
33        vec2 samplePoint = mix(normalizedFragCoord, normalizedLightCoord, t);
34        // Is there something there? If so, we'll assume we are in shadow
35	    float shadowAmount = terrain(samplePoint);
36        // Multiply the light amount.
37        // (Multiply in case we want to upgrade to soft shadows)
38        lightAmount *= shadowAmount;
39    }
40
41    // Find out how much light we have based on the distance to our light
42    lightAmount *= 1.0 - smoothstep(0.0, lightSize, distanceToLight);
43
44    // We'll alternate our display between black and whatever is in channel 1
45    vec4 blackColor = vec4(0.0, 0.0, 0.0, 1.0);
46
47    // Our fragment color will be somewhere between black and channel 1
48    // dependent on the value of b.
49    fragColor = mix(blackColor, texture(iChannel1, normalizedFragCoord), lightAmount);
50}