Files
loop/shader/lighting/cloud.frag
T

22 lines
728 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);
vec3 norm = texture(normals, vTexPos).xyz;
float y1 = dot(norm, distVec);
float y2 = float(y1 > 0 ? 1 : 0.1);
//bool t = pos.z > lightPos.z && norm.z > 0;
//float y2 = float(y1 > 0 || t ? 1 : 0.1);
float x = 1 - (pow(dist / rad,4));
vec3 c = y2* x * lumRad.rgb;
fColor = vec4(c, 0);
}