Refactor floor lighting shader with distance field
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@@ -1,12 +1,13 @@
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#version 430 core
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in vec2 cenPosT;
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in vec2 gParams;
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in float lum;
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in vec2 dField;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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float c = gParams.y * pow(1-dist,2);
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float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,c,c,c);
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}
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