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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