I am currently using a simple 2D lighting algorithm to create a 2D spotlight. Here is an example of how it looks like currently:
However, I would like to add in a gradual fading at the edges (top and bottom) so that it would look something like this:
My current lighting algorithm:
vec4 calculateLight(Light light)
{
vec2 fragDirection = fragmentPosition.xy - light.position.xy;
float aspectRatio = resolution.x / resolution.y; //amt of width / height
if (aspectRatio > 1.0)
{
fragDirection.x *= aspectRatio;
}
else
{
fragDirection.x /= aspectRatio;
}
float lightDistance = length(fragDirection);
if (length(fragDirection / light.radius) >= 1.0)
return vec4(0, 0, 0, 1); //outside of radius make it black
if (dot(normalize(fragDirection), normalize(light.spotDir.xy)) < cos(light.spotAngle/2))
return vec4(0, 0, 0, 1); //outside of radius make it black
return light.intensity * (1 - length(fragDirection / light.radius)) * light.colour;
}
Try this as a start point:
Vertex:
#version 400 core
in vec2 position;
out vec2 pos;
void main(void)
{
pos=position;
gl_Position = vec4(position.xy,0.0,1.0);
}
Fragment:
#version 400 core
in vec2 pos;
out vec3 out_Color;
// light
const float deg=0.01745329251994329576923690768489;
uniform vec2 lpos=vec2(-0.5,0.0); // positon
uniform vec2 ldir=vec2(+1.0,0.0); // directon (unit vector)
uniform float lr1=1.0; // soft radius
uniform float lr0=0.9; // hard radius
uniform float la1=cos(25.0*deg); // soft half angle
uniform float la0=cos(20.0*deg); // hard half angle
void main(void)
{
float a,c,r;
vec3 col;
vec2 d;
col=vec3(1.0,1.0,1.0);
d=pos-lpos;
r=length(d);
d=normalize(d);
c=0.0;
// light side strength (angle)
a=abs(max(0.0,dot(ldir,d)));
if (a>=la0) c=1.0; // hard light
else if (a>=la1) c=(a-la1)/(la0-la1); // soft light
else discard; // no light
// light forward strength (radius)
if (r<=lr0); // hard light
else if (r<=lr1) c*=(r-lr1)/(lr0-lr1); // soft light
else discard; // no light
out_Color = col*c;
}
it uses linear attenuation of line in both sides (angle) and forward (radius) just change the light uniforms to the Light structure you using ...
Here preview:
Now you can play with different types of attenaution just change the linear interpolation to quadratic,exponential or whatever... btw I multiplied the light intensities c
from angle and radius together you might change that to min or max instead to achieve different edge connections
After playing with the constants and equations a bit:
Fragment:
#version 400 core
in vec2 pos;
out vec3 out_Color;
// light
const float deg=0.01745329251994329576923690768489;
uniform vec2 lpos=vec2(-0.5,+0.0);// positon
uniform vec2 ldir=vec2(+0.7,-0.7);// directon (unit vector)
uniform float lr1=1.00; // soft radius
uniform float lr0=0.25; // hard radius
uniform float la1=cos(30.0*deg); // soft half angle
uniform float la0=cos(15.0*deg); // hard half angle
void main(void)
{
float a,r,c0,c1;
vec3 col;
vec2 d;
col=vec3(1.0,1.0,1.0);
d=pos-lpos;
r=length(d);
d=normalize(d);
// light side strength (angle)
a=abs(max(0.0,dot(ldir,d)));
if (a>=la0) c0=1.0; // hard light
else if (a>=la1) c0=(a-la1)/(la0-la1); // soft light
else discard; // no light
// light forward strength (radius)
if (r<=lr0) c1=1.0; // hard light
else if (r<=lr1) c1=(r-lr1)/(lr0-lr1); // soft light
else discard; // no light
a=c0*c1;
out_Color = col*pow(a,2.5);
}