Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/resources/shaders/glsl120/spotlight.fs
Dennis Steffen 21d83c60a9
Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
2026-05-24 07:21:12 +01:00

75 lines
2 KiB
GLSL

#version 120
#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);
}