#version 450 core layout (std140, binding = 1) uniform LightsBlock { vec4 posBool[20]; vec4 colRad[20]; } ; //uniform int lightID; vec3 lightPos = posBool[gl_Layer].xyz; vec4 lumRad = colRad[gl_Layer]; layout (binding = 0) uniform sampler2D screenTexture; layout (binding = 1) uniform sampler2D normals; in vec2 gTexPos; out vec4 fColor; void main() { float rad = lumRad.a; vec3 distVec = texture(screenTexture,gTexPos).xyz - lightPos; float dist = dot(distVec,distVec); if (dist > lumRad.a) {discard;} // float x = 1 - dist / lumRad.a ; // vec3 c = (x * x * x) * lumRad.rgb ; // fColor = vec4(c,0); // //fColor = vec4(0.05,0,0,0); vec4 normbit = texture(normals, gTexPos); vec3 norm = normbit.xyz; float y1 = dot(normalize(norm), normalize(distVec)); float y2 = float(y1 > 0 ? 1 : 0); //float y3 = clamp(0.5 * (y1 + 1),0,1) ; float y3 = clamp(2*y1 + 1,0,1) ; //float y3 = clamp(0.5 * (y1 + 2),0,1) ; //float y = float(normbit.w == 0 ? y3 : y2); float y = y2; float x = 1 - dist / rad; vec3 c = y* (x * x * x) * lumRad.rgb; fColor = vec4(c, 1); }