18 lines
395 B
GLSL
18 lines
395 B
GLSL
#version 450 core
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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uniform sampler2D screenTexture;
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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 distVec = texture(screenTexture, vTexPos).xyz - 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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float x = 1 - dist / rad;
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vec3 c = (x * x * x) * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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