14 lines
325 B
GLSL
14 lines
325 B
GLSL
#version 430 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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uniform vec2 radLum;
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out vec3 dField;
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out float lum;
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void main()
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{
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dField = (position - lightPos) / radLum.x;
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lum = radLum.y;
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gl_Position = theMat * vec4(position,1);
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}
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