Files
loop/shader/lighting/texture.frag
T
2021-09-01 19:35:25 +01:00

13 lines
318 B
GLSL

#version 430 core
uniform vec3 lightPos;
uniform vec4 lumRad;
uniform sampler2D screenTexture;
in vec2 vTexPos;
out vec4 fColor;
void main()
{
vec3 dField = ( texture(screenTexture,vTexPos).xyz - lightPos ) / lumRad.a;
vec3 c = pow (1 - min(1, dot(dField,dField)) , 2) * lumRad.rgb ;
fColor = vec4(c,0);
}