6ebf3f4ef7
Not sure what this should be yet though
36 lines
1.1 KiB
GLSL
36 lines
1.1 KiB
GLSL
#version 450 core
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layout(early_fragment_tests) in;
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layout (std140, binding = 1) uniform TheLight { vec4 lightPos; 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.xyz;
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float dist = dot(distVec, distVec);
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// float dist = dot(distVec.xy, distVec.xy);
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// if (dist > rad) {
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// discard;
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// }
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float t = texture(normals, vTexPos).w;
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vec3 norm = texture(normals, vTexPos).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 y2x = y2;
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float y4 = float(y1 > 0 && y1 < 0.5 ? 0.5 : y2);
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float y5 = max(0,y1);
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//float y4 = smoothstep(-1,1,y1);
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//float y4 = 0.25*pow(y1+1,2);
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float y3 = float(t > 0
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? y2
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: (t == 0 ? y4 : y4));
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//float x = 1 - (dist / rad);
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//float x = 1;
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//float x = (dist > rad ? 0 : 1);
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float x = 1 - (pow(dist / rad,4));
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vec3 c = y3* x * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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