Files
loop/shader/lighting/texture.frag
T

26 lines
762 B
GLSL

#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);
}