28 lines
No EOL
791 B
GLSL
28 lines
No EOL
791 B
GLSL
#version 450
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV);
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float distSqr = dot(inLightVec, inLightVec);
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vec3 lVec = inLightVec * inversesqrt(distSqr);
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const float attInvRadius = 1.0/5000.0;
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float atten = max(clamp(1.0 - attInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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// Fake drop shadow
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const float shadowInvRadius = 1.0/2500.0;
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float dropshadow = max(clamp(1.0 - shadowInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
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outFragColor = vec4(color.rgba * (1.0 - dropshadow));
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outFragColor.rgb *= atten;
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} |