#version 100 precision mediump float; #define MAX_SPOTS 3 struct Spot { vec2 pos; // window coords of spot float inner; // inner fully transparent centre radius float radius; // alpha fades out to this radius }; uniform Spot spots[MAX_SPOTS]; // Spotlight positions array uniform float screenWidth; // Width of the screen void main() { float alpha = 1.0; // Get the position of the current fragment (screen coordinates!) vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y); // Find out which spotlight is nearest float d = 65000.0; // some high value int fi = -1; // found index for (int i = 0; i < MAX_SPOTS; i++) { for (int j = 0; j < MAX_SPOTS; j++) { float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius; if (d > dj) { d = dj; fi = i; } } } // d now equals distance to nearest spot... // allowing for the different radii of all spotlights if (fi == 0) { if (d > spots[0].radius) alpha = 1.0; else { if (d < spots[0].inner) alpha = 0.0; else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner); } } else if (fi == 1) { if (d > spots[1].radius) alpha = 1.0; else { if (d < spots[1].inner) alpha = 0.0; else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner); } } else if (fi == 2) { if (d > spots[2].radius) alpha = 1.0; else { if (d < spots[2].inner) alpha = 0.0; else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner); } } // Right hand side of screen is dimly lit, // could make the threshold value user definable if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9; // could make the black out colour user definable... gl_FragColor = vec4(0, 0, 0, alpha); }