2D Shader for affecting lights based on y-distance

by cardinalzenn   Last Updated July 12, 2019 08:13 AM - source

I've been struggling with this problem for a few weeks (mostly because I'm so new to shaders), but I have an angled camera for my 2D game that uses lights.

I saw this link about the '3D light simulation' and wondered how the shader responsible was written. I'm in Godot, which uses it's own shader language. I just need a way to compare the y-value's of the lightsource and the sprite. Any help would really be appreciated!



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