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authorDan Goodliffe <dan@randomdan.homeip.net>2022-11-23 19:07:18 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-11-23 19:07:18 +0000
commit50d6f63fb28c82a35e68914fe941b685d26f6e89 (patch)
tree4a86d800d36341aedee7319307675cd1e6e5b784 /gfx/gl/shaders/pointLight.fs
parentSupport setting a viewPort uniform for those shaders which need it (diff)
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Add rendering support for point lights
Diffstat (limited to 'gfx/gl/shaders/pointLight.fs')
-rw-r--r--gfx/gl/shaders/pointLight.fs27
1 files changed, 27 insertions, 0 deletions
diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs
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+#version 330 core
+#extension GL_ARB_shading_language_420pack : enable
+
+out vec3 FragColor;
+
+layout(binding = 0) uniform sampler2D gPosition;
+layout(binding = 1) uniform sampler2D gNormal;
+uniform ivec4 viewPort;
+uniform vec3 colour;
+uniform float kq;
+in vec3 geo_centre;
+
+void
+main()
+{
+ const vec2 texCoord = gl_FragCoord.xy / viewPort.zw;
+ const vec3 position = texture(gPosition, texCoord).xyz;
+ const vec3 normal = texture(gNormal, texCoord).xyz;
+ const vec3 lightv = position - geo_centre;
+ const float lightDist = length(lightv);
+ const vec3 lightDirection = normalize(lightv);
+ const float normalDot = dot(-lightDirection, normal);
+ if (normalDot < 0) {
+ discard;
+ }
+ FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2)));
+}