Since long ago I wanted to implement a 2D lightning algorithm based on an idea I saw on YouTube. The video is realtime, but it runs on the CPU and the resolution is pretty low. I'm curious if anyone has an idea how to do this on the GPU.The algorithm works the following way:We have light data maps, these hold the color of the material (e.g. a red glass has 0xFF0000) and how transparent that pixel is.    Work out the light values of each pixel in growing circles from a light source. In other words, first calculate values right next to the light (8 pixels), then the neighbours of these pixels and so on. The color of a pixel is its value from the lightning data map, its alpha equals: (alpha of the pixel next to it closest to the light source - own alpha). So it is some kind of ray casting algorithm that calculates value for each pixel and can handle colored glass and fog/smoke.So the CPU implementation is pretty trivial. My problem is that I want to use this in a mobile game, but I don't know how this would work as a shader.How can this be implemented on the GPU (that would run on mobile, so with OpenGL ES 2.0/3.0, maybe with Metal - if this is not possible then with OpenCL/CUDA)?Note: I am not looking for full implementations, just ideas/shader pseudocode how this would be possible.
How to implement a realtime 2D light renderer with fog/colored light on the GPU?
raytracing;algorithm;shader;real time;opengl es