Files
2025-12-01 12:37:54 +00:00

36 lines
1.1 KiB
GLSL

#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);
}