Work on geometry shader based shadows
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@@ -8,14 +8,15 @@ uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz;
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vec4 lumRad = colRad[lightID];
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uniform sampler2D screenTexture;
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in vec2 vTexPos;
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in vec2 gTexPos;
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out vec4 fColor;
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void main()
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{
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vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
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vec3 distVec = texture(screenTexture,gTexPos).xyz - lightPos;
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float dist = dot(distVec,distVec);
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if (dist > lumRad.a) {discard;}
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float x = 1 - dist / lumRad.a ;
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vec3 c = (x * x * x) * lumRad.rgb ;
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fColor = vec4(c,0);
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//fColor = vec4(c,0);
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fColor = vec4(1,0,0,0);
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}
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