qvolray
diff sdr/demo.p.glsl @ 36:70b937008134
demo :)
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sun, 15 Apr 2012 07:19:01 +0300 |
parents | 2d0dfb5751dc |
children |
line diff
1.1 --- a/sdr/demo.p.glsl Sun Apr 15 02:22:13 2012 +0300 1.2 +++ b/sdr/demo.p.glsl Sun Apr 15 07:19:01 2012 +0300 1.3 @@ -1,9 +1,32 @@ 1.4 +#define NBALLS 3 1.5 + 1.6 +uniform float energy[NBALLS]; 1.7 +uniform vec3 pos[NBALLS]; 1.8 + 1.9 +float eval(vec3 p) 1.10 +{ 1.11 + float val = 0.0; 1.12 + 1.13 + for(int i=0; i<NBALLS; i++) { 1.14 + vec3 dif = p - pos[i]; 1.15 + float len_sq = dot(dif, dif); 1.16 + val += 0.1 * energy[i] / len_sq; 1.17 + } 1.18 + return val; 1.19 +} 1.20 + 1.21 +#define OFFS 0.01 1.22 + 1.23 void main() 1.24 { 1.25 vec3 pos = gl_TexCoord[0].xyz * 2.0 - 1.0; 1.26 1.27 - float len = length(pos); 1.28 - float val = 0.1 / (len * len); 1.29 + float val = eval(pos); 1.30 1.31 - gl_FragColor = vec4(-pos / len, val); 1.32 + vec3 grad; 1.33 + grad.x = eval(pos + vec3(OFFS, 0.0, 0.0)) - eval(pos - vec3(OFFS, 0.0, 0.0)); 1.34 + grad.y = eval(pos + vec3(0.0, OFFS, 0.0)) - eval(pos - vec3(0.0, OFFS, 0.0)); 1.35 + grad.z = eval(pos + vec3(0.0, 0.0, OFFS)) - eval(pos - vec3(0.0, 0.0, OFFS)); 1.36 + 1.37 + gl_FragColor = vec4(grad, val); 1.38 }