Add alternate shadow volume rendering pathway (layered geo)
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@@ -4,9 +4,9 @@ layout (std140, binding = 1) uniform LightsBlock
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vec4 posBool[20];
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vec4 colRad[20];
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} ;
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uniform int lightID;
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vec3 lightPos = posBool[lightID].xyz;
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vec4 lumRad = colRad[lightID];
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//uniform int lightID;
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vec3 lightPos = posBool[gl_Layer].xyz;
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vec4 lumRad = colRad[gl_Layer];
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uniform sampler2D screenTexture;
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in vec2 gTexPos;
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out vec4 fColor;
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@@ -17,6 +17,6 @@ void main()
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if (dist > lumRad.a) {discard;}
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float x = 1 - dist / lumRad.a ;
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vec3 c = (x * x * x) * lumRad.rgb ;
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//fColor = vec4(c,0);
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fColor = vec4(1,0,0,0);
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fColor = vec4(c,0);
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//fColor = vec4(0.05,0,0,0);
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}
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