#version 450 core layout(early_fragment_tests) in; layout (std140, binding = 1) uniform TheLight { vec4 lightPos; 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.xyz; float dist = dot(distVec, distVec); // if (dist > rad) { // discard; // } vec3 norm = texture(normals, vTexPos).xyz; float y1 = dot(norm, distVec); float y2 = float(y1 > 0 ? 1 : 0); float x = 1 - (pow(dist / rad,4)); //float x = 1 - (dist / rad); //float x = 1; //float x = (dist > rad ? 0 : 1); vec3 c = y2* x * lumRad.rgb; fColor = vec4(c, 0); }