first build attempt
This commit is contained in:
18
build/shaders/bloom.frag
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18
build/shaders/bloom.frag
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* bloom.frag — stub for a future dedicated two-pass Gaussian bloom.
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* Currently bloom is applied inline in phosphor.frag.
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* This shader is a pass-through so the CMake target compiles cleanly.
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*/
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#version 330 core
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in vec2 vTexCoord;
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out vec4 fragColor;
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uniform sampler2D u_texture;
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void main() {
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fragColor = texture(u_texture, vTexCoord);
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}
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20
build/shaders/bloom.vert
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20
build/shaders/bloom.vert
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* bloom.vert — vertex shader for the bloom post-processing pass.
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* Identical to sweep.vert: fullscreen clip-space quad with UV passthrough.
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* The actual bloom is currently implemented inline in phosphor.frag;
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* this shader is reserved for a separate two-pass Gaussian bloom
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* if higher quality is required in a future revision.
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*/
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#version 330 core
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layout(location = 0) in vec2 aPos;
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out vec2 vTexCoord;
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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vTexCoord = aPos * 0.5 + 0.5;
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}
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17
build/shaders/graticule.frag
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17
build/shaders/graticule.frag
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* graticule.frag — single-colour fragment shader shared by the
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* incandescent bearing graticule and the yellow cursor overlay.
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* The colour (and alpha) is set via a uniform so one shader serves both.
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*/
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#version 330 core
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out vec4 fragColor;
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uniform vec4 u_color; // RGBA; use alpha < 1 for soft edges if needed
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void main() {
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fragColor = u_color;
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}
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26
build/shaders/graticule.vert
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26
build/shaders/graticule.vert
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* graticule.vert — vertex shader for the incandescent bearing graticule,
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* the yellow cursor, and any other 2-D screen-space line geometry.
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*
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* Vertices are supplied in window pixels (origin top-left, y down).
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* The shader converts them to OpenGL NDC (origin bottom-left, y up).
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*/
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#version 330 core
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layout(location = 0) in vec2 aPos; // screen pixels, top-left origin
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uniform vec2 u_viewportSize; // (WINDOW_WIDTH, WINDOW_HEIGHT)
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void main() {
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// Convert: pixel → NDC
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// ndc.x: 0 → -1, width → +1
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// ndc.y: 0 → +1 (top), height → -1 (bottom)
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vec2 ndc = vec2(
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aPos.x / u_viewportSize.x * 2.0 - 1.0,
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-aPos.y / u_viewportSize.y * 2.0 + 1.0
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);
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gl_Position = vec4(ndc, 0.0, 1.0);
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}
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84
build/shaders/phosphor.frag
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84
build/shaders/phosphor.frag
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* phosphor.frag — maps the single-channel phosphor energy texture to
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* the P7 colour sequence (blue → green → yellow-green → dark) and
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* applies a simple inline bloom (box-filter glow) to bright pixels.
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*
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* Coordinate system: gl_FragCoord.xy in GL viewport pixels (origin
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* bottom-left). Scope centre is passed as u_scopeCenter in the same
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* coordinate system.
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*/
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#version 330 core
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out vec4 fragColor;
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uniform sampler2D u_phosphor; // GL_R32F phosphor energy FBO
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uniform vec2 u_scopeCenter; // scope centre in GL viewport pixels (bottom-left origin)
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uniform float u_scopeRadius; // scope radius in pixels
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uniform float u_gain; // receiver gain [0,1] — scales brightness
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uniform float u_bloomStep; // UV step for bloom sample (≈ 2.5 / FBO_SIZE)
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uniform float u_bloomStrength; // additive blend weight for bloom
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// P7 energy thresholds (match settings.h)
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const float T_BLUE = 0.82;
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const float T_GREEN = 0.55;
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const float T_YGREE = 0.22;
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const float T_DARK = 0.03;
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// P7 colour anchors
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const vec3 C_BLUE = vec3(0.30, 0.70, 1.00);
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const vec3 C_GREEN = vec3(0.05, 1.00, 0.30);
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const vec3 C_YGREE = vec3(0.50, 1.00, 0.05);
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const vec3 C_YELLW = vec3(0.70, 0.70, 0.00);
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const vec3 C_BLACK = vec3(0.00, 0.00, 0.00);
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vec3 p7Color(float e) {
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if (e >= T_BLUE)
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return mix(C_GREEN, C_BLUE, (e - T_GREEN) / (T_BLUE - T_GREEN));
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if (e >= T_GREEN)
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return mix(C_YGREE, C_GREEN, (e - T_YGREE) / (T_GREEN - T_YGREE));
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if (e >= T_YGREE)
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return mix(C_YELLW, C_YGREE, (e - T_DARK ) / (T_YGREE - T_DARK ));
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if (e >= T_DARK)
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return mix(C_BLACK, C_YELLW, e / T_DARK);
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return C_BLACK;
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}
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void main() {
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// Fragment position relative to scope centre
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vec2 delta = (gl_FragCoord.xy - u_scopeCenter) / u_scopeRadius;
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float dist = length(delta);
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if (dist > 1.0) {
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fragColor = vec4(0.0); // outside scope circle — transparent black
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return;
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}
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// Map from PPI delta [-1,+1] to phosphor texture UV [0,1]
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// delta.x = east, delta.y = north (both y directions already match)
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vec2 uv = delta * 0.5 + 0.5;
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float energy = texture(u_phosphor, uv).r * u_gain;
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// Inline bloom: weighted box-filter over a 5×5 neighbourhood
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float bloom = 0.0;
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float wsum = 0.0;
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for (int dx = -2; dx <= 2; dx++) {
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for (int dy = -2; dy <= 2; dy++) {
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float w = exp(-float(dx*dx + dy*dy) * 0.45);
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float e = texture(u_phosphor, uv + vec2(dx, dy) * u_bloomStep).r;
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bloom += e * w;
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wsum += w;
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}
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}
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bloom = (bloom / wsum) * u_bloomStrength;
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float finalE = clamp(energy + bloom, 0.0, 1.0);
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vec3 col = p7Color(finalE);
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// Soft-edge vignette at the scope boundary
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float edge = smoothstep(1.0, 0.97, dist);
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fragColor = vec4(col * edge, 1.0);
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}
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15
build/shaders/phosphor.vert
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15
build/shaders/phosphor.vert
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* phosphor.vert — vertex shader for the phosphor display pass.
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* Renders a fullscreen quad; the fragment shader clips to the
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* scope circle and maps the phosphor FBO to P7 colours.
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*/
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#version 330 core
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layout(location = 0) in vec2 aPos; // clip-space quad [-1,+1]^2
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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}
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116
build/shaders/sweep.frag
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116
build/shaders/sweep.frag
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* sweep.frag — phosphor accumulation update shader.
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*
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* For each texel in the 1024×1024 phosphor FBO:
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* 1. Decay the previous frame's energy by u_decayFactor.
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* 2. If the texel's PPI bearing falls within the current sweep arc
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* [u_beamAnglePrev, u_beamAngle], add contributions from:
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* - range rings (beam-painted per the P7 spec)
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* - target echoes
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* 3. Output the updated single-channel energy value.
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*
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* PPI convention: north = +y, east = +x; bearing = atan2(x, y)
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* in degrees, clockwise from north.
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*/
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#version 330 core
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragOut; // .r = energy; .gba unused
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uniform sampler2D u_prevPhosphor; // previous frame's energy texture (GL_R32F)
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uniform float u_decayFactor; // exp(-decay_rate * dt)
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uniform float u_beamAngle; // current beam angle, degrees CW from north
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uniform float u_beamAnglePrev; // beam angle at previous frame
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uniform float u_sweepBg; // ambient sweep-line energy (makes beam visible)
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uniform float u_halfBeamDeg; // half-beamwidth for target blobs (display widening)
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// Targets: .x = range_norm (0-1), .y = bearing_deg, .z = brightness, .w = size_norm
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uniform vec4 u_targets[32];
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uniform int u_targetCount;
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// Range rings: up to 4 normalised radii
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uniform float u_ringRadii[4];
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uniform int u_ringCount;
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uniform float u_ringWidth; // half-width in normalised range units
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uniform float u_ringBrightness;
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// ----------------------------------------------------------------
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// Smallest unsigned angular distance between two bearings [0,360)
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float angleDiff(float a, float b) {
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float d = mod(abs(a - b), 360.0);
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return (d > 180.0) ? (360.0 - d) : d;
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}
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// True if bearing b is inside the arc [prev, curr] swept this frame.
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// Handles the 0/360 wraparound when the sweep crosses north.
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bool inSweep(float b, float prev, float curr) {
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if (curr >= prev) {
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return (b >= prev && b <= curr);
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}
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// Wraparound: arc crosses 360→0
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return (b >= prev || b <= curr);
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}
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// ----------------------------------------------------------------
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void main() {
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vec2 pos = vTexCoord * 2.0 - 1.0; // PPI coords: (-1,-1) SW … (+1,+1) NE
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float rng = length(pos);
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if (rng > 1.0) {
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fragOut = vec4(0.0);
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return;
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}
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// Bearing: clockwise from north — atan2(east, north) = atan2(x, y)
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float brg = degrees(atan(pos.x, pos.y));
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if (brg < 0.0) brg += 360.0;
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// Decay previous value
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float energy = texture(u_prevPhosphor, vTexCoord).r * u_decayFactor;
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if (inSweep(brg, u_beamAnglePrev, u_beamAngle)) {
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float contrib = u_sweepBg; // beam passage gives a faint ambient glow
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// ---- Range rings (painted at every bearing as beam sweeps) ----
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for (int i = 0; i < u_ringCount; i++) {
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float d = abs(rng - u_ringRadii[i]);
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if (d < u_ringWidth) {
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float w = 1.0 - d / u_ringWidth;
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contrib = max(contrib, u_ringBrightness * w * w);
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}
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}
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// ---- Target echoes ----
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for (int i = 0; i < u_targetCount; i++) {
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float tRng = u_targets[i].x;
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float tBrg = u_targets[i].y;
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float tBrt = u_targets[i].z;
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float tSize = u_targets[i].w;
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if (tRng <= 0.0 || tBrt <= 0.0) continue;
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// Angular proximity: beam must be sweeping over the target's bearing
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float dBrg = angleDiff(brg, tBrg);
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if (dBrg >= u_halfBeamDeg) continue;
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// Range proximity: pixel must be within the target blob
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float dRng = abs(rng - tRng);
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if (dRng >= tSize) continue;
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float bw = 1.0 - dBrg / u_halfBeamDeg; // angular taper
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float rw = 1.0 - dRng / tSize; // range taper
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contrib = max(contrib, tBrt * bw * rw);
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}
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energy = max(energy, contrib);
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}
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fragOut = vec4(clamp(energy, 0.0, 1.0), 0.0, 0.0, 1.0);
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}
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18
build/shaders/sweep.vert
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18
build/shaders/sweep.vert
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* sweep.vert — fullscreen quad vertex shader used by the phosphor
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* accumulation ping-pong pass. vTexCoord maps 1:1 to the phosphor
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* FBO in PPI space (u=0 west, u=1 east, v=0 south, v=1 north).
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*/
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#version 330 core
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layout(location = 0) in vec2 aPos; // clip-space quad [-1,+1]^2
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out vec2 vTexCoord;
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void main() {
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gl_Position = vec4(aPos, 0.0, 1.0);
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vTexCoord = aPos * 0.5 + 0.5; // [0,1]^2
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}
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20
build/shaders/text.frag
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20
build/shaders/text.frag
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* text.frag — FreeType glyph-atlas fragment shader.
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* The atlas is a single-channel GL_RED texture; the sampled value
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* is used as alpha and multiplied by the text colour uniform.
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*/
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#version 330 core
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in vec2 vTexCoord;
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out vec4 fragColor;
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uniform sampler2D u_glyphAtlas;
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uniform vec3 u_textColor;
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void main() {
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float alpha = texture(u_glyphAtlas, vTexCoord).r;
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fragColor = vec4(u_textColor, alpha);
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}
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27
build/shaders/text.vert
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27
build/shaders/text.vert
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/*
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* MIT License
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* Author: Mark Allyn
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*
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* text.vert — vertex shader for FreeType glyph-atlas text rendering.
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* Each glyph is a textured quad. Vertices are in window pixels
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* (top-left origin); the shader converts to NDC and passes the
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* glyph atlas UV coordinates to the fragment shader.
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*/
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#version 330 core
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layout(location = 0) in vec4 aVertex; // xy = screen pos (px), zw = atlas UV
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out vec2 vTexCoord;
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uniform vec2 u_viewportSize; // (WINDOW_WIDTH, WINDOW_HEIGHT)
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void main() {
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vec2 pos = aVertex.xy;
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vTexCoord = aVertex.zw;
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vec2 ndc = vec2(
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pos.x / u_viewportSize.x * 2.0 - 1.0,
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-pos.y / u_viewportSize.y * 2.0 + 1.0
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);
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gl_Position = vec4(ndc, 0.0, 1.0);
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}
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Reference in New Issue
Block a user