#version 120 uniform vec2 player_pos; uniform vec2 resolution; // 720x480 uniform vec2 offset; // padding in pixels uniform float scale; // scale factor uniform vec2 torch_lights[32]; uniform int num_torches; uniform float time_sec; // External snippet // Simplex 2D noise // Source: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } float snoise(vec2 v){ const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod(i, 289.0); vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } // End of external snippet. void main() { vec2 virtual_coord = (gl_FragCoord.xy - offset) / scale; if (virtual_coord.x < 0.0 || virtual_coord.x > resolution.x || virtual_coord.y < 0.0 || virtual_coord.y > resolution.y) { return; } float p_i_radius = 100.0; float p_o_radius = 340.0; float t_i_radius = 10.0; float t_o_radius = 160.0; // player is always at screen center in virtual coords vec2 player_screen = vec2(resolution.x / 2.0, resolution.y / 2.0); float light_strength = 0.0; // Player light float d = distance(virtual_coord, player_screen); if (d < p_i_radius) { light_strength = 1.0; } else if (d < p_o_radius) { float t = (d - p_i_radius) / (p_o_radius - p_i_radius); light_strength = 1.0 - t; } // Torch lights for (int i = 0; i < num_torches; i++) { float td = distance(virtual_coord, torch_lights[i]); float strength = 0.0; if (td < t_i_radius) { strength = 1.0; } else if (td < t_o_radius) { float t = (td - t_i_radius) / (t_o_radius - t_i_radius); strength = 1.0 - t; } light_strength += strength; } light_strength = clamp(light_strength, 0.0, 1.0); // Noise vec2 world_coord = (virtual_coord + player_pos - resolution / 2.0) * 0.005; float noise = (snoise(world_coord + vec2(time_sec / 5.0, time_sec / 6.0)) + 1.0) / 2.0; float t = 1.0 - light_strength; float alpha = clamp(t * (1.0 + noise), 0.0, 1.0); gl_FragColor = vec4(0.0, 0.0, 0.0, alpha); }