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

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#version 330 core
#include <globals.glsl>
in vec3 f_pos;
in vec3 f_col;
in float f_ao;
flat in vec3 f_norm;
layout (std140)
uniform u_locals {
mat4 model_mat;
vec4 model_col;
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// bit 0 - is player
// bit 1-31 - unused
int flags;
};
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struct BoneData {
mat4 bone_mat;
};
layout (std140)
uniform u_bones {
BoneData bones[16];
};
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#include <sky.glsl>
#include <light.glsl>
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#include <srgb.glsl>
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out vec4 tgt_color;
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 *= point_shadow;
ambient_light *= point_shadow;
vec3 point_light = light_at(f_pos, f_norm);
light += point_light;
diffuse_light += point_light;
float ao = pow(f_ao, 0.5) * 0.85 + 0.15;
ambient_light *= ao;
diffuse_light *= ao;
vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec4 clouds;
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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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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if ((flags & 1) == 1 && int(cam_mode) == 1) {
float distance = distance(vec3(cam_pos), vec3(model_mat * vec4(vec3(0), 1))) - 2;
float opacity = clamp(distance / distance_divider, 0, 1);
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if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
discard;
}
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}
tgt_color = vec4(color, 1.0);
}