First pass implementing exponentially fading lighting

This commit is contained in:
2021-02-22 13:45:59 +01:00
parent c75cda639b
commit e855d303e8
10 changed files with 117 additions and 49 deletions
+8 -5
View File
@@ -1,12 +1,15 @@
#version 430 core
in vec4 gColor;
in vec2 cenPosTrans;
in float gRad;
in vec2 cenPosT;
in vec2 gParams;
out vec4 fColor;
void main()
{
vec2 pos = gl_FragCoord.xy;
float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad));
fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) );
float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
//float c = pow(gParams.y*dist,2);
float c = pow(1-dist,2);
fColor = vec4( c,c,c ,c );
// fColor = vec4( 1,0,0 , 1);
// fColor = vec4( 1,0,0 , pow(dist,2) );
}