#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Output fragment color out vec4 finalColor; // NOTE: Add here your custom variables #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; // 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 != -1) { if (d > spots[fi].radius) alpha = 1.0; else { if (d < spots[fi].inner) alpha = 0.0; else alpha = (d - spots[fi].inner) / (spots[fi].radius - spots[fi].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; finalColor = vec4(0, 0, 0, alpha); }