Just made the light the location of the camera, gives nice vibes
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@ -19,10 +19,10 @@ layout (set = 0, binding = 0) uniform Matrices {
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layout (set = 0, binding = 1) uniform sampler2D heightmap;
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layout (set = 0, binding = 1) uniform sampler2D heightmap;
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void main() {
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void main() {
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vec3 light_pos = vec3(10.0*cos(time), 10.0, 0.0);
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//vec3 light_pos = vec3(10.0*cos(time), 10.0, 0.0);
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vec3 L = normalize(light_pos-pos);
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vec3 L = normalize(cam_pos-pos);
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float r = length(light_pos-pos);
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float r = length(cam_pos-pos);
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float t = clamp(dot(L, norm), 0.0, 1.0) * 20.0/(r*r);
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float t = clamp(dot(L, norm), 0.0, 1.0) * 20.0/(r*r);
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FragColor = vec4(t, t/2.0, t*2.0, 1.0);
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FragColor = vec4(t*norm, 1.0);
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}
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}
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