Square light radius on cpu (should be done in code)
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@@ -6,7 +6,11 @@ in vec2 vTexPos;
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out vec4 fColor;
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void main()
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{
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vec3 dField = ( texture(screenTexture,vTexPos).xyz - lightPos ) / lumRad.a;
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vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
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vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
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float dist = dot(distVec,distVec);
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if (dist > lumRad.a) {discard;}
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//vec3 dField = distVec / lumRad.a;
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//vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
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vec3 c = (1 - dist / lumRad.a) * lumRad.rgb ;
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fColor = vec4(c,0);
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}
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