#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); vec3 norm = texture(normals, vTexPos).xyz; float y1 = dot(norm, distVec); float y2 = float(y1 > 0 ? 1 : 0.2); //bool t = pos.z > lightPos.z && norm.z > 0; //float y2 = float(y1 > 0 || t ? 1 : 0.1); float x = 1 - (pow(dist / rad,4)); vec3 c = y2* x * lumRad.rgb; fColor = vec4(c, 0); }