Files
loop/shader/Old/wallLight.vert
T
2021-03-21 12:50:27 +01:00

25 lines
504 B
GLSL

#version 430 core
layout (location = 0) in vec3 pos;
out vec2 vDistField;
out float vLum;
uniform mat4 worldMat;
uniform vec4 lightPosRadLum;
mat4 perspective =
mat4 (1,0,0,0
,0,1,0,0
,0,0,1,1
,0,0,0,1
) ;
void main()
{
float r = lightPosRadLum.z ;
float x = lightPosRadLum.x ;
float y = lightPosRadLum.y ;
gl_Position = perspective * worldMat * vec4(pos, 1);
vDistField = vec2 ( (pos.x - x)/r , (pos.y - y)/(r*100) ) ;
vLum = lightPosRadLum.w;
}