Add lighting on walls, imperfect
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#version 430 core
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in vec2 cenPosT;
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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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