extern vec2 screenResolution; extern vec3 lightPosition; extern vec3 lightColor; extern float lightRange; extern float lightSmooth; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords) { vec4 pixelColor = Texel(texture, texture_coords); if(pixelColor.a > 0.0) { vec3 normal = vec3(pixelColor.r, 1 - pixelColor.g, pixelColor.b); float dist = distance(lightPosition, vec3(screen_coords, normal.b)); if(dist < lightRange) { vec3 dir = vec3((lightPosition.xy - screen_coords.xy) / screenResolution.xy, lightPosition.z); dir.x *= screenResolution.x / screenResolution.y; vec3 N = normalize(normal * 2.0 - 1.0); vec3 L = normalize(dir); vec3 diff = lightColor * max(dot(N, L), 0.0); float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0); return vec4(diff * att, 1.0); } else { return vec4(0.0, 0.0, 0.0, 1.0); } } else { return vec4(0.0); } }