Simplify ceiling oclusions
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@@ -1,4 +1,5 @@
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#version 450 core
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layout(early_fragment_tests) in;
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layout(location=0)uniform vec3 lightPos;
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layout(location=1)uniform vec4 lumRad;
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layout (binding = 0) uniform sampler2D screenTexture;
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@@ -15,20 +16,11 @@ void main() {
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}
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vec4 normbit = texture(normals, vTexPos);
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vec3 norm = normbit.xyz;
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float y1 = dot(normalize(norm), normalize(distVec));
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float y1 = dot(norm, distVec);
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float y2 = float(y1 > 0 ? 1 : 0);
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//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
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float y3 = clamp(2*y1 + 1,0,1) ;
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//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
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//float y = float(normbit.w == 0 ? y3 : y2);
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float y = y2;
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//float x = 1 - dist / rad;
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float x = 1 - (pow(dist / rad,4));
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//float x = 1 ;
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//float x = 1 - (dist / rad);
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//float x = 1;
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//float x = 1 - max(0, ((dist + 10000) - rad) * 0.0001) ;
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//vec3 c = y* (x * x * x) * lumRad.rgb;
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vec3 c = y* x * lumRad.rgb;
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//vec3 c = x * lumRad.rgb;
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vec3 c = y2* x * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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@@ -67,10 +67,10 @@ void main() {
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vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
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vec2 shifto = (rad * normalize(closepoint - lightPos.xy)) + closepoint;
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//vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
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vec2 p1o = xoo;
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//vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
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vec2 p2o = yoo;
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vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
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//vec2 p1o = xoo;
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vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
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//vec2 p2o = yoo;
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gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
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gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
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