Add dependencies, play around with clouds/transparency layer
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#version 430 core
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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uniform sampler2D screenTexture;
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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 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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fColor = vec4(c,0);
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//fColor = vec4(lumRad.rgb,0);
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//fColor = vec4(1,1,1,0);
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}
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@@ -0,0 +1,9 @@
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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vTexPos = texPos;
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}
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#version 430 core
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in vec3 vTexPos;
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in vec3 vPos;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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uniform sampler2DArray tilesetSampler;
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void main()
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{
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fCol = texture(tilesetSampler, vTexPos);
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fPos = vec4(vPos,1);
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 texPos;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec3 vTexPos;
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out vec3 vPos;
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void main()
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{
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gl_Position = theMat * vec4(pos,1.0) ;
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vTexPos = texPos;
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vPos = pos;
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}
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