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LED wall shader
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// Simulates n colored point lights (LEDs) shining at a wall from a distance wd. | |
// Wall distance; increase for more fuzzy lights, | |
// decrease for sharper point lights. | |
float wd = 0.15f; | |
const int nLights = 4; | |
const vec3 lights[nLights] = vec3[]( | |
vec3(1.0f, 0.0f, 0.0f), | |
vec3(0.0f, 1.0f, 0.0f), | |
vec3(0.0f, 0.0f, 1.0f), | |
vec3(1.0f, 0.0f, 0.0f) | |
); | |
void mainImage(out vec4 fragColor, in vec2 fragCoord) | |
{ | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
// Correct screen aspect ratio while keeping lights centered. | |
uv.y = (uv.y - 0.5f) * iResolution.y / iResolution.x + 0.5f; | |
fragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); | |
for (int i = 0; i < nLights; i++) { | |
// Compute the falloff (power falls off as r², plus a diffuse wall | |
// that contributes a dot(dl, normal) / dl factor, but normalize | |
// such that the power does not depend on wd. | |
vec2 lightPos = vec2(float(i + 1) / float(nLights + 1), 0.5f); | |
vec2 dl = lightPos - uv; | |
float falloff = (wd * wd) / (dl.x * dl.x + dl.y * dl.y + wd * wd); | |
fragColor.xyz += lights[i] * falloff; | |
} | |
// Reduce clipping artifacts at the cost of reduced maximum brightness | |
// and non-linear color interpolation. | |
fragColor.xyz = log(fragColor.xyz + 1.0f); | |
} |
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