Files
loop/shader/lighting/texture.frag
T

17 lines
472 B
GLSL

#version 430 core
uniform vec3 lightPos;
uniform vec4 lumRad;
uniform sampler2D screenTexture;
in vec2 vTexPos;
out vec4 fColor;
void main()
{
vec3 distVec = texture(screenTexture,vTexPos).xyz - lightPos;
float dist = dot(distVec,distVec);
if (dist > lumRad.a) {discard;}
//vec3 dField = distVec / lumRad.a;
//vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
vec3 c = (1 - dist / lumRad.a) * lumRad.rgb ;
fColor = vec4(c,0);
}