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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/spotLight.vert
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/spotLight.vert')
-rw-r--r--gfx/gl/shaders/spotLight.vert30
1 files changed, 30 insertions, 0 deletions
diff --git a/gfx/gl/shaders/spotLight.vert b/gfx/gl/shaders/spotLight.vert
new file mode 100644
index 0000000..36d2ee5
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+++ b/gfx/gl/shaders/spotLight.vert
@@ -0,0 +1,30 @@
+#version 460 core
+
+layout(location = 0) in vec3 v_position;
+layout(location = 1) in vec3 v_direction;
+layout(location = 2) in vec3 v_colour;
+layout(location = 3) in float v_kq;
+layout(location = 4) in float v_arc;
+layout(location = 5) in mat3 model;
+layout(location = 8) in ivec3 modelPos;
+
+uniform ivec3 viewPoint;
+
+flat out ivec3 position;
+flat out vec3 direction;
+flat out float size;
+flat out vec2 arc; // cos,tan (v_arc/2)
+flat out vec3 colour;
+flat out float kq;
+
+void
+main()
+{
+ position = modelPos + ivec3(mat3(model) * v_position);
+ direction = normalize(mat3(model) * v_direction);
+ colour = v_colour;
+ kq = v_kq;
+ size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
+ arc = vec2(cos(v_arc / 2), tan(v_arc / 2));
+ gl_Position = vec4(position - viewPoint, 0);
+}