Lighting Shader Misaligned
by roomyrooms
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/5.2.2/pixi.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/pixi-filters@latest/dist/pixi-filters.js"></script>
<script type="x-data-url" id="tree-url">
...
JavaScript
var treeUrl = document.getElementById('tree-url').textContent;
var treeImg = document.getElementById('tree-preview');
var lightUrl = document.getElementById('light-url').textContent;
var lightImg = document.getElementById('light-preview');
treeImg.src = treeUrl;
lightImg.src = lightUrl;
var fragmentShader = `
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
uniform highp vec4 inputSize;
uniform highp vec4 outputFrame;
uniform vec2 lightPoints[256];
uniform float time;
void main() {
vec2 f = vTextureCoord;
vec4 darkcol = texture2D(uSampler, vTextureCoord.xy);
vec4 lightcol = vec4(0.0);
float lightintensity = 0.05;
float lightfade = 1.0;
float lightradius = 256.*(sin(time*0.001)*0.5+0.5);
vec2 lightgradient = vec2(0.3,0.7);
vec3 lighttint = vec3(0.7,0.35,0.05);
for (int i = 0; i < 16; i++) {
if (lightPoints[i] != vec2(-1)) {
float ogdist = distance(gl_FragCoord.xy, vec2(lightPoints[i].x, lightPoints[i].y));
float adjdist = smoothstep(lightgradient.x,lightgradient.y,ogdist/lightradius);
lightcol.rgb += lighttint*(vec3(1.0-adjdist)) * lightintensity;
lightcol.a += (1.0-adjdist) * lightfade;
}
}
vec4 newcol = vec4(mix(darkcol.rgb,lightcol.rgb,lightcol.a), darkcol.a-lightcol.a);
gl_FragColor = newcol;
}`
function defaultValue(inputValue, defaultValue) {
inputValue = typeof inputValue !== 'undefined' ? inputValue : defaultValue;
return inputValue;
}
function LightFilter(lightPoints) {
PIXI.Filter.call(this,undefined,fragmentShader);
this.uniforms.time = performance.now()
this.uniforms.lightPoints = new Float32Array(lightPoints)
}
LightFilter.prototype = Object.create(PIXI.Filter.prototype);
LightFilter.prototype.constructor = LightFilter;
LightFilter.prototype.apply = function (filterManager, input, output, clear) {
clear = PIXI.CLEAR_MODES;
this.uniforms.time = performance.now();
// draw the filter...
filterManager.applyFilter(this, input,...