#version 450 core layout(location=0)uniform vec3 lightPos; layout(location=1)uniform vec4 lumRad; layout (binding = 0) uniform sampler2D screenTexture; layout (binding = 1) uniform sampler2D normals; in vec2 vTexPos; out vec4 fColor; float rad = lumRad.a; void main() { vec3 pos = texture(screenTexture, vTexPos).xyz; vec3 distVec = pos - lightPos; float dist = dot(distVec, distVec); if (dist > rad) { discard; } vec4 normbit = texture(normals, vTexPos); 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; float x = 1 - (pow(dist / rad,4)); //float x = 1 ; //float x = 1; //float x = 1 - max(0, ((dist + 10000) - rad) * 0.0001) ; //vec3 c = y* (x * x * x) * lumRad.rgb; vec3 c = y* x * lumRad.rgb; //vec3 c = x * lumRad.rgb; fColor = vec4(c, 0); }