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Code and content re-work: advanced OpenGL and advanced lighting.
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@@ -0,0 +1,16 @@
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#version 330 core
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in vec4 FragPos;
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uniform vec3 lightPos;
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uniform float far_plane;
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void main()
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{
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float lightDistance = length(FragPos.xyz - lightPos);
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// map to [0;1] range by dividing by far_plane
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lightDistance = lightDistance / far_plane;
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// write this as modified depth
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gl_FragDepth = lightDistance;
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}
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