Files
loop/shader/shadow/light.frag
T
2023-04-11 14:55:57 +01:00

37 lines
1.1 KiB
GLSL

#version 450 core
layout (std140, binding = 1) uniform LightsBlock
{
vec4 posBool[20];
vec4 colRad[20];
} ;
//uniform int lightID;
vec3 lightPos = posBool[gl_Layer].xyz;
vec4 lumRad = colRad[gl_Layer];
layout (binding = 0) uniform sampler2D screenTexture;
layout (binding = 1) uniform sampler2D normals;
in vec2 gTexPos;
out vec4 fColor;
void main()
{
float rad = lumRad.a;
vec3 distVec = texture(screenTexture,gTexPos).xyz - lightPos;
float dist = dot(distVec,distVec);
if (dist > lumRad.a) {discard;}
// float x = 1 - dist / lumRad.a ;
// vec3 c = (x * x * x) * lumRad.rgb ;
// fColor = vec4(c,0);
// //fColor = vec4(0.05,0,0,0);
vec4 normbit = texture(normals, gTexPos);
vec3 norm = normbit.xyz;
float y1 = dot(normalize(norm), normalize(distVec));
float y2 = float(y1 > 0 ? 1 : 0);
//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
float y3 = clamp(2*y1 + 1,0,1) ;
//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
//float y = float(normbit.w == 0 ? y3 : y2);
float y = y2;
float x = 1 - dist / rad;
vec3 c = y* (x * x * x) * lumRad.rgb;
fColor = vec4(c, 1);
}