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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 vec4 geo_centre;
+in vec4 geo_direction;
+
+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 lightDirection = normalize(lightv);
+ if (dot(lightDirection, geo_direction.xyz) < geo_direction.w) {
+ discard;
+ }
+ const vec3 normal = texture(gNormal, texCoord).xyz;
+ const float normalDot = dot(-lightDirection, normal);
+ if (normalDot < 0) {
+ discard;
+ }
+ FragColor = (colour * normalDot) / (1 + (kq * pow(lightDist, 2)));
+}