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authorStanislaw Halik <sthalik@misaki.pl>2023-08-23 01:28:04 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-08-23 01:28:04 +0200
commite9f5c273128e553a6ebc9d15f3a9a820faf2bbb4 (patch)
tree6dd46771bd34fe9a5d7762281ededc7bd358d329 /shaders/lightmap.vert
parent0fbb841c2dd5c76de867f47a9cf6d1d0fc83d9ee (diff)
wip
Diffstat (limited to 'shaders/lightmap.vert')
-rw-r--r--shaders/lightmap.vert21
1 files changed, 11 insertions, 10 deletions
diff --git a/shaders/lightmap.vert b/shaders/lightmap.vert
index 479add5c..900038c4 100644
--- a/shaders/lightmap.vert
+++ b/shaders/lightmap.vert
@@ -9,21 +9,22 @@ layout (location = 5) uniform float intensity;
layout (location = 6) uniform uint mode;
layout (location = 7) uniform uint falloff;
-layout (location = 0) flat out vec3 frag_color;
-layout (location = 1) flat out float frag_intensity;
+//layout (location = 0) out vec2 frag_texcoords;
+//layout (location = 1) flat out vec2 frag_light_coord;
-layout (location = 0) in vec2 position;
+layout (location = 0) in vec3 position;
void main() {
vec2 pos = position.xy;
- vec2 dir = pos - center_clip;
- float len = length(dir);
- if (len > 1e-6)
+ if (mode == 0)
{
- vec2 dir_norm = dir * (1/len);
- pos += dir_norm * position.z * 4;
+ vec2 dir = pos - center_clip;
+ float len = length(dir);
+ if (len > 1e-6)
+ {
+ vec2 dir_norm = dir * (1/len);
+ pos += dir_norm * position.z * 4;
+ }
}
gl_Position = vec4(pos, 0, 1);
- frag_intensity = color_intensity.a;
- frag_falloff = uint(position_falloff.w);
}