35 lines
1.0 KiB
GLSL
35 lines
1.0 KiB
GLSL
#version 450 core
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layout(location=0)uniform vec3 lightPos;
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layout(location=1)uniform vec4 lumRad;
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layout (binding = 0) uniform sampler2D screenTexture;
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layout (binding = 1) uniform sampler2D normals;
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in vec2 vTexPos;
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out vec4 fColor;
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float rad = lumRad.a;
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void main() {
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vec3 pos = texture(screenTexture, vTexPos).xyz;
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vec3 distVec = pos - lightPos;
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float dist = dot(distVec, distVec);
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if (dist > rad) {
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discard;
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}
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vec4 normbit = texture(normals, vTexPos);
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vec3 norm = normbit.xyz;
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float y1 = dot(normalize(norm), normalize(distVec));
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float y2 = float(y1 > 0 ? 1 : 0);
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//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
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float y3 = clamp(2*y1 + 1,0,1) ;
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//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
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//float y = float(normbit.w == 0 ? y3 : y2);
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float y = y2;
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//float x = 1 - dist / rad;
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float x = 1 - (pow(dist / rad,4));
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//float x = 1 ;
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//float x = 1;
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//float x = 1 - max(0, ((dist + 10000) - rad) * 0.0001) ;
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//vec3 c = y* (x * x * x) * lumRad.rgb;
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vec3 c = y* x * lumRad.rgb;
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//vec3 c = x * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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