2019-08-19 20:09:35 +00:00
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#version 330 core
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#include <globals.glsl>
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in vec3 f_pos;
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flat in vec3 f_norm;
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in vec3 f_col;
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2020-04-18 20:26:43 +00:00
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in float f_ao;
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2019-08-19 20:09:35 +00:00
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in float f_light;
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out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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2019-08-19 21:54:16 +00:00
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const float FADE_DIST = 32.0;
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2019-08-19 20:09:35 +00:00
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void main() {
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2019-09-24 09:01:50 +00:00
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vec3 light, diffuse_light, ambient_light;
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2019-10-08 11:07:10 +00:00
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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2019-09-25 12:00:00 +00:00
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float point_shadow = shadow_at(f_pos, f_norm);
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diffuse_light *= f_light * point_shadow;
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ambient_light *= f_light, point_shadow;
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2019-09-24 09:01:50 +00:00
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vec3 point_light = light_at(f_pos, f_norm);
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light += point_light;
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diffuse_light += point_light;
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2020-04-18 20:26:43 +00:00
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float ao = pow(f_ao, 0.5) * 0.85 + 0.15;
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ambient_light *= ao;
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diffuse_light *= ao;
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2019-09-24 09:01:50 +00:00
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vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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2019-08-19 20:09:35 +00:00
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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2019-11-18 12:02:10 +00:00
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vec4 clouds;
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2019-11-19 08:37:54 +00:00
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds);
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2019-11-18 12:02:10 +00:00
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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2019-08-19 20:09:35 +00:00
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2020-04-25 13:04:30 +00:00
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tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (sprite_render_distance - FADE_DIST)) / FADE_DIST, 0, 1));
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2019-08-19 20:09:35 +00:00
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}
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