procedural-3d-engine/shaders/glsl/shadowmappingomni/offscreen.frag

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GLSL
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2016-02-16 15:07:25 +01:00
#version 450
layout (location = 0) out float outFragColor;
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inLightPos;
void main()
{
// Store distance to light as 32 bit float value
vec3 lightVec = inPos.xyz - inLightPos;
outFragColor = length(lightVec);
}