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authorDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-01-31 02:51:16 +0000
commitbc0958cc863083b4082161bf12456fdf28ab1c77 (patch)
treef970782f232d86325f14a36b83125791f24335af /gfx/gl/shaders/pointLight.frag
parentInitial commit using tesselation shader to create curves (diff)
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Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source files.
Diffstat (limited to 'gfx/gl/shaders/pointLight.frag')
-rw-r--r--gfx/gl/shaders/pointLight.frag29
1 files changed, 29 insertions, 0 deletions
diff --git a/gfx/gl/shaders/pointLight.frag b/gfx/gl/shaders/pointLight.frag
new file mode 100644
index 0000000..bb2c453
--- /dev/null
+++ b/gfx/gl/shaders/pointLight.frag
@@ -0,0 +1,29 @@
+#version 460 core
+
+out vec3 FragColor;
+
+layout(binding = 0) uniform isampler2D gPosition;
+layout(binding = 1) uniform sampler2D gNormal;
+uniform ivec4 viewPort;
+flat in vec4 geo_centre;
+flat in vec3 geo_colour;
+flat in float geo_kq;
+
+void
+main()
+{
+ const vec2 texCoord = gl_FragCoord.xy / viewPort.zw;
+ const vec3 position = texture(gPosition, texCoord).xyz;
+ const vec3 lightv = position - geo_centre.xyz;
+ const float lightDist = length(lightv);
+ if (lightDist > geo_centre.w) {
+ discard;
+ }
+ const vec3 normal = texture(gNormal, texCoord).xyz;
+ const vec3 lightDirection = normalize(lightv);
+ const float normalDot = dot(-lightDirection, normal);
+ if (normalDot < 0) {
+ discard;
+ }
+ FragColor = (geo_colour * normalDot) / (1 + (geo_kq * pow(lightDist / 1000.0, 2)));
+}