Move closer to removing all geom shaders
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@@ -0,0 +1,21 @@
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#version 450 core
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layout(early_fragment_tests) in;
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layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; };
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layout (binding = 0) uniform sampler2D screenTexture;
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layout (binding = 1) uniform sampler2D normals;
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in vec2 vTexPos;
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out vec4 fColor;
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float rad = lumRad.a;
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void main() {
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vec3 pos = texture(screenTexture, vTexPos).xyz;
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vec3 distVec = pos - lightPos.xyz;
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float dist = dot(distVec, distVec);
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vec3 norm = texture(normals, vTexPos).xyz;
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float y1 = dot(norm, distVec);
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float y2 = float(y1 > 0 ? 1 : 0.1);
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//bool t = pos.z > lightPos.z && norm.z > 0;
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//float y2 = float(y1 > 0 || t ? 1 : 0.1);
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float x = 1 - (pow(dist / rad,4));
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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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@@ -0,0 +1,8 @@
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#version 450 core
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layout (std140, binding = 2) uniform PosTex { vec4 posTex[6]; };
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(posTex[gl_VertexID].xy,0,1);
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vTexPos = posTex[gl_VertexID].zw;
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}
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@@ -10,6 +10,5 @@ void main()
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{
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gl_Position = theMat * pos;
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vColor = inColor;
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//vTexCoord = inTexCoord.xyz;
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vTexCoord = inTexCoord;
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}
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