#version 450 core layout(early_fragment_tests) in; layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; }; layout (binding = 0) uniform sampler2D posTexture; layout (binding = 1) uniform sampler2D normals; in vec2 vTexPos; out vec4 fColor; float rad = lumRad.a; void main() { vec3 pos = texture(posTexture, vTexPos).xyz; vec3 distVec = pos - lightPos.xyz; float dist = dot(distVec, distVec); // float dist = dot(distVec.xy, distVec.xy); // if (dist > rad) { // discard; // } float t = texture(normals, vTexPos).w; vec3 norm = texture(normals, vTexPos).xyz; float y1 = dot(normalize(norm), normalize(distVec)); float y2 = float(y1 > 0 ? 1 : 0); //float y2x = y2; float y4 = float(y1 > 0 && y1 < 0.5 ? 0.5 : y2); float y5 = max(0,y1); //float y4 = smoothstep(-1,1,y1); //float y4 = 0.25*pow(y1+1,2); float y3 = float(t > 0 ? y2 : (t == 0 ? y4 : y4)); //float x = 1 - (dist / rad); //float x = 1; //float x = (dist > rad ? 0 : 1); float x = 1 - (pow(dist / rad,4)); vec3 c = y3* x * lumRad.rgb; fColor = vec4(c, 0); }