2019-01-14 23:13:58 +00:00
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#version 330 core
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2019-05-12 09:10:13 +00:00
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#include <globals.glsl>
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2019-01-14 23:13:58 +00:00
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in vec3 f_pos;
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2019-08-03 09:55:45 +00:00
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flat in vec3 f_norm;
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2019-01-14 23:13:58 +00:00
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in vec3 f_col;
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2019-05-31 20:37:11 +00:00
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in float f_light;
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2019-01-14 23:13:58 +00:00
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layout (std140)
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uniform u_locals {
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vec3 model_offs;
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2019-09-24 15:43:51 +00:00
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float load_time;
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2019-01-14 23:13:58 +00:00
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};
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out vec4 tgt_color;
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2019-07-21 15:04:36 +00:00
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#include <sky.glsl>
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#include <light.glsl>
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2019-01-14 23:13:58 +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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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light);
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2019-09-23 19:37:50 +00:00
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diffuse_light *= f_light;
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ambient_light *= f_light;
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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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vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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2019-06-05 13:13:24 +00:00
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2019-08-16 14:58:14 +00:00
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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2019-08-20 15:26:12 +00:00
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, true);
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2019-06-05 15:22:06 +00:00
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vec3 color = mix(surf_color, fog_color, fog_level);
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2019-06-05 13:13:24 +00:00
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2019-06-05 15:22:06 +00:00
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tgt_color = vec4(color, 1.0);
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2019-01-14 23:13:58 +00:00
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}
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