#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColorMap; layout (location = 0) in vec2 inUV; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec3 inViewVec; layout (location = 3) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerColorMap, inUV); float distSqr = dot(inLightVec, inLightVec); vec3 lVec = inLightVec * inversesqrt(distSqr); const float attInvRadius = 1.0/5000.0; float atten = max(clamp(1.0 - attInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0); // Fake drop shadow const float shadowInvRadius = 1.0/2500.0; float dropshadow = max(clamp(1.0 - shadowInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0); outFragColor = vec4(color.rgba * (1.0 - dropshadow)); outFragColor.rgb *= atten; }