veloren/assets/voxygen/shaders/sprite-frag.glsl

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#version 330 core
#include <globals.glsl>
in vec3 f_pos;
flat in vec3 f_norm;
in vec3 f_col;
in float f_light;
out vec4 tgt_color;
#include <sky.glsl>
#include <light.glsl>
const float RENDER_DIST = 112.0;
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const float FADE_DIST = 32.0;
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void main() {
vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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float point_shadow = shadow_at(f_pos, f_norm);
diffuse_light *= f_light * point_shadow;
ambient_light *= f_light, point_shadow;
vec3 point_light = light_at(f_pos, f_norm);
light += point_light;
diffuse_light += point_light;
vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, true);
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vec3 color = mix(surf_color, fog_color, fog_level);
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tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (RENDER_DIST - FADE_DIST)) / FADE_DIST, 0, 1));
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}