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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;
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 = (colour * normalDot) / (1 + (kq * pow(lightDist, 2)));
}
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