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

66 lines
2.0 KiB
Plaintext
Raw Normal View History

#version 330 core
#include <globals.glsl>
in vec3 f_pos;
in vec3 f_col;
flat in vec3 f_norm;
layout (std140)
uniform u_locals {
mat4 model_mat;
vec4 model_col;
};
2019-01-14 23:13:58 +00:00
struct BoneData {
mat4 bone_mat;
};
layout (std140)
uniform u_bones {
BoneData bones[16];
};
2019-07-21 15:04:36 +00:00
#include <sky.glsl>
#include <light.glsl>
2019-08-04 19:54:08 +00:00
#include <srgb.glsl>
2019-07-21 15:04:36 +00:00
out vec4 tgt_color;
void main() {
2020-04-04 00:32:39 +00:00
vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
vec3 surf_color = /*srgb_to_linear*/(model_col.rgb * f_col);
vec3 k_a = surf_color;
vec3 k_d = 0.5 * surf_color;
vec3 k_s = 0.5 * surf_color;
float alpha = 2.0;
vec3 emitted_light, reflected_light;
2019-09-25 12:00:00 +00:00
float point_shadow = shadow_at(f_pos, f_norm);
2020-04-04 00:32:39 +00:00
// vec3 point_light = light_at(f_pos, f_norm);
// vec3 light, diffuse_light, ambient_light;
get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, k_a * point_shadow, k_d * point_shadow, k_s * point_shadow, alpha, emitted_light, reflected_light);
lights_at(f_pos, f_norm, cam_to_frag, k_a * point_shadow, k_d * point_shadow, k_s * point_shadow, alpha, emitted_light, reflected_light);
// get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 2.0, emitted_light, reflected_light);
// get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
// diffuse_light *= point_shadow;
// ambient_light *= point_shadow;
// vec3 point_light = light_at(f_pos, f_norm);
// light += point_light;
// diffuse_light += point_light;
// reflected_light += point_light;
// vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light);
surf_color = illuminate(emitted_light, reflected_light);
2019-06-05 15:22:06 +00:00
2019-08-16 14:58:14 +00:00
float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
2019-11-18 12:02:10 +00:00
vec4 clouds;
2020-04-04 00:32:39 +00:00
vec3 fog_color = get_sky_color(cam_to_frag, time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds);
2019-11-18 12:02:10 +00:00
vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
2019-06-05 15:22:06 +00:00
tgt_color = vec4(color, 1.0);
}