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authorPatrick2021-03-23 19:28:28 +0100
committerPatrick2021-03-23 19:28:28 +0100
commita0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006 (patch)
tree82aab3828111378b6f0421aa58025b43f98f13a2 /shaders/frag_shadowmap.glsl
parentcedffd5cf24c1a3ed64161475c806c55135406be (diff)
downloadsubsurface_scattering-a0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006.tar.gz
subsurface_scattering-a0fdc6d882a1755d0b0607ba3d9bb55e7f8ac006.zip
fix translucency, add gaussian blur to shader
Diffstat (limited to 'shaders/frag_shadowmap.glsl')
-rw-r--r--shaders/frag_shadowmap.glsl9
1 files changed, 7 insertions, 2 deletions
diff --git a/shaders/frag_shadowmap.glsl b/shaders/frag_shadowmap.glsl
index 6d6dab6..9a15c7a 100644
--- a/shaders/frag_shadowmap.glsl
+++ b/shaders/frag_shadowmap.glsl
@@ -2,6 +2,7 @@
#version 330 core
in vec3 FragPos;
+in vec3 LocalPos;
out vec4 FragColor;
@@ -9,6 +10,10 @@ uniform vec3 lightPos;
void main()
{
- float lightDist = 1 - (length(lightPos - FragPos) - 5.5);
- FragColor = vec4(vec3(lightDist), 1);
+ float lightDist = length(lightPos - FragPos);
+ float c1 = mod(lightDist, 10);
+ float c2 = mod(lightDist/10, 10);
+ float c3 = mod(lightDist/100, 10);
+ FragColor = vec4(c1, c2, c3, 1);
+ //FragColor = vec4(LocalPos/10, 1);
}