Provisional working coloured lights
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@@ -1,9 +1,9 @@
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#version 430 core
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in float lum;
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in vec3 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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vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,0);
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}
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@@ -2,12 +2,12 @@
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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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uniform vec4 lumRad;
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out vec3 dField;
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out float lum;
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out vec3 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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dField = (position - lightPos) / lumRad.a;
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lum = lumRad.rgb;
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gl_Position = theMat * vec4(position,1);
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}
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@@ -1,9 +1,9 @@
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#version 430 core
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in float lum;
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in vec3 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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vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
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fColor = vec4(c,0);
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}
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@@ -3,9 +3,9 @@ layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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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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uniform vec4 lumRad;
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out vec3 dField;
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out float lum;
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out vec3 lum;
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float isLHS (vec2 startV, vec2 testV)
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{ return sign( -startV.x * testV.y + startV.y * testV.x); }
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void main()
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@@ -13,8 +13,8 @@ void main()
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vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
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vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
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if (isLHS (p1.xy - lightPos.xy, p2.xy - lightPos.xy) < 0)
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{ lum = radLum.y;
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float rad = radLum.x;
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{ lum = lumRad.rgb;
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float rad = lumRad.a;
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vec4 p3 = vec4 (p1.xy,100,1);
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vec4 p4 = vec4 (p2.xy,100,1);
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vec2 d1 = p1.xy - lightPos.xy;
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