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-rw-r--r--gfx/gl/shaders/pointLight.fs8
-rw-r--r--gfx/gl/shaders/pointLight.gs15
-rw-r--r--gfx/gl/shaders/pointLight.vs22
3 files changed, 28 insertions, 17 deletions
diff --git a/gfx/gl/shaders/pointLight.fs b/gfx/gl/shaders/pointLight.fs
index ba327b6..7531d3e 100644
--- a/gfx/gl/shaders/pointLight.fs
+++ b/gfx/gl/shaders/pointLight.fs
@@ -6,9 +6,9 @@ out vec3 FragColor;
layout(binding = 0) uniform isampler2D gPosition;
layout(binding = 1) uniform sampler2D gNormal;
uniform ivec4 viewPort;
-uniform vec3 colour;
-uniform float kq;
-in vec4 geo_centre;
+flat in vec4 geo_centre;
+flat in vec3 geo_colour;
+flat in float geo_kq;
void
main()
@@ -26,5 +26,5 @@ main()
if (normalDot < 0) {
discard;
}
- FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist / 1000.0, 2)));
+ FragColor = (geo_colour * normalDot) / (1 + (geo_kq * pow(lightDist / 1000.0, 2)));
}
diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs
index 9c41ed4..fc1d7c3 100644
--- a/gfx/gl/shaders/pointLight.gs
+++ b/gfx/gl/shaders/pointLight.gs
@@ -20,19 +20,24 @@ const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf
);
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
-
-in vec3 centre[];
-in float size[];
+flat in vec3 position[];
+flat in vec3 colour[];
+flat in float size[];
+flat in float kq[];
layout(points) in;
layout(triangle_strip, max_vertices = cube.length()) out;
-out vec4 geo_centre;
+flat out vec4 geo_centre;
+flat out vec3 geo_colour;
+flat out float geo_kq;
void
doVertex(int idx)
{
gl_Position = viewProjection * (gl_in[0].gl_Position + vec4(cube[idx] * size[0], 1));
- geo_centre = vec4(centre[0], size[0]);
+ geo_centre = vec4(position[0], size[0]);
+ geo_colour = colour[0];
+ geo_kq = kq[0];
EmitVertex();
}
diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs
index 00a34a3..c538207 100644
--- a/gfx/gl/shaders/pointLight.vs
+++ b/gfx/gl/shaders/pointLight.vs
@@ -1,18 +1,24 @@
#version 330 core
-layout(location = 0) in vec3 position;
+layout(location = 0) in vec3 v_position;
+layout(location = 1) in vec3 v_colour;
+layout(location = 2) in float v_kq;
+layout(location = 3) in mat4 model;
+layout(location = 7) in ivec3 modelPos;
-uniform vec3 colour;
-uniform float kq;
uniform ivec3 viewPoint;
-out vec3 centre;
-out float size;
+flat out vec3 position;
+flat out vec3 colour;
+flat out float size;
+flat out float kq;
void
main()
{
- centre = position;
- size = (8000 * sqrt(max(max(colour.r, colour.g), colour.b))) / sqrt(kq);
- gl_Position = vec4(centre - viewPoint, 0);
+ position = modelPos + ivec3(mat3(model) * v_position);
+ kq = v_kq;
+ size = (8000 * sqrt(max(max(v_colour.r, v_colour.g), v_colour.b))) / sqrt(v_kq);
+ colour = v_colour;
+ gl_Position = vec4(position - viewPoint, 0);
}