Migration to Codeberg

This commit is contained in:
Joaquin Gottlebe
2026-07-30 16:38:22 +02:00
commit 17048b703a
556 changed files with 3040 additions and 0 deletions
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#version 330 // Adjust version if needed
// Our uniforms (variables passed from the CPU code):
uniform vec2 lightPos; // Torch position in *screen* coordinates
uniform float radius; // How far the torch reaches
uniform float intensity; // Brightness at the center
// Varyings from raylib's default vertex shader
in vec2 fragTexCoord; // [0..1] texture coordinates
in vec4 fragColor; // Not often needed here
// The texture(s) we read from
uniform sampler2D texture0;
// Final color we output
out vec4 finalColor;
void main()
{
// Grab whatever is in the render texture at this pixel:
vec4 color = texture(texture0, fragTexCoord);
// Convert fragTexCoord from [0..1] range into actual screen coords.
// If your screen is 1280x720, for example:
vec2 screenCoord = vec2(fragTexCoord.x * 1280.0,
fragTexCoord.y * 720.0);
// Distance from this pixel to the torch center:
float dist = distance(screenCoord, lightPos);
// Basic “1 - distance/radius” falloff.
// Then clamp so it won’t go below 0 or above 1.
float factor = 1.0 - (dist / radius);
factor = clamp(factor, 0.0, 1.0);
// Multiply by intensity if you want the center brighter or dimmer.
factor *= intensity;
// Multiply the original color by our factor:
finalColor = vec4(color.rgb * factor, color.a);
}