better shadow for wall-stickers

This commit is contained in:
minjaesong
2024-11-30 20:52:52 +09:00
parent bf626e35da
commit 450129f650
4 changed files with 80 additions and 3 deletions

View File

@@ -0,0 +1,30 @@
#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
// that, or simply 0.5, depending on how your uv coord works
uniform vec2 halfpixel = vec2(0.0, 0.0);
const vec2 twister = vec2(1.0, -1.0);
const vec2 boolean = vec2(1.0, 0.0);
out vec4 fragColor;
void main() {
vec4 sum = texture(u_texture, v_texCoords) * 4.0 + // C
texture(u_texture, v_texCoords + halfpixel) + // SE
texture(u_texture, v_texCoords - halfpixel) + // NW
texture(u_texture, v_texCoords + halfpixel * twister) + // NE
texture(u_texture, v_texCoords - halfpixel * twister) + // SW
texture(u_texture, v_texCoords + halfpixel * boolean.xy) * 2.0 + // E
texture(u_texture, v_texCoords - halfpixel * boolean.xy) * 2.0 + // W
texture(u_texture, v_texCoords + halfpixel * boolean.yx) * 2.0 + // S
texture(u_texture, v_texCoords - halfpixel * boolean.yx) * 2.0 ; // N
fragColor = sum / 16.0;
}

View File

@@ -10,11 +10,11 @@ uniform sampler2D u_texture;
uniform sampler2D u_wall;
out vec4 fragColor;
vec4 mult = vec4(0.0, 0.0, 0.0, 1.5);
vec4 mult = vec4(0.0, 0.0, 0.0, 1.0);
void main() {
vec4 backcol = texture(u_wall, v_texCoords);
vec4 incol = texture(u_texture, v_texCoords);
vec4 outcol = vec4(incol.rgb, backcol.a * pow(incol.a, 2.0));
vec4 outcol = vec4(incol.rgb, backcol.a * incol.a);
fragColor = mult * outcol;
}