ebiten/examples/shader/lighting.go

42 lines
1.3 KiB
Go
Raw Normal View History

2020-06-23 18:41:27 +02:00
// Copyright 2020 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
2021-06-24 14:49:37 +02:00
//go:build ignore
2020-06-23 18:41:27 +02:00
// Specify the 'pixel' mode.
//kage:unit pixels
2020-06-23 18:41:27 +02:00
package main
// Uniform variables.
2020-06-23 19:47:51 +02:00
var Time float
var Cursor vec2
2020-06-23 18:41:27 +02:00
// Fragment is the entry point of the fragment shader.
// Fragment returns the color value for the current position.
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
// You can define variables with a short variable declaration like Go.
pos := dstPos.xy - imageDstOrigin()
lightpos := vec3(Cursor, 50)
lightdir := normalize(lightpos - vec3(pos, 0))
normal := normalize(imageSrc1UnsafeAt(srcPos) - 0.5)
const ambient = 0.25
diffuse := 0.75 * max(0.0, dot(normal.xyz, lightdir))
// You can treat multiple source images by
// imageSrc[N]At or imageSrc[N]UnsafeAt.
return imageSrc0UnsafeAt(srcPos) * (ambient + diffuse)
2020-06-23 18:41:27 +02:00
}