Add surface lighting shader
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#version 430 core
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in float lum;
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in vec3 dField;
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out vec4 fColor;
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void main()
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{
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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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@@ -0,0 +1,13 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec2 radLum;
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out vec3 dField;
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out float lum;
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void main()
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{
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dField = (position - lightPos) / radLum.x;
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lum = radLum.y;
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gl_Position = theMat * vec4(position,1);
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}
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