First pass implementing exponentially fading lighting
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+17
-5
@@ -1,6 +1,6 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (triangle_strip, max_vertices = 10) out;
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in vec4 vBackPoss[];
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uniform vec2 lightPos;
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@@ -12,13 +12,25 @@ void main()
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vec2 posc = vBackPoss[0].xy;
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vec2 posd = vBackPoss[0].zw;
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gl_Position = vec4 (posa, -1 , 1);
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gl_Position = vec4 (posa, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb, -1 , 1);
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gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc, -1 , 1);
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gl_Position = vec4 (posb, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd, -1 , 1);
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
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EmitVertex();
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EndPrimitive();
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