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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2019-06-05 15:22:06 +00:00
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#include <sky.glsl>
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2019-05-12 09:10:13 +00:00
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2019-01-14 23:13:58 +00:00
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in vec3 f_pos;
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2019-06-04 13:27:19 +00:00
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flat in uint f_pos_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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};
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out vec4 tgt_color;
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void main() {
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2019-06-04 13:27:19 +00:00
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// Calculate normal from packed data
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vec3 f_norm;
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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float norm_dir = float((f_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
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if (norm_axis == 0u) {
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f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
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} else if (norm_axis == 1u) {
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f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
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} else {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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2019-05-31 20:37:11 +00:00
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float glob_ambience = 0.001;
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float sun_ambience = 0.9;
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vec3 sun_dir = normalize(vec3(1.3, 1.7, 2.1));
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float sun_diffuse = dot(sun_dir, f_norm);
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float sun_light = sun_ambience + sun_diffuse;
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2019-01-14 23:13:58 +00:00
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2019-05-31 20:37:11 +00:00
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float static_light = glob_ambience + min(sun_light, f_light);
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2019-01-14 23:13:58 +00:00
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2019-06-03 21:35:03 +00:00
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vec3 light = vec3(static_light);
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2019-01-14 23:13:58 +00:00
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2019-06-05 15:22:06 +00:00
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vec3 surf_color = f_col * light;
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2019-06-05 13:13:24 +00:00
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2019-06-05 18:08:03 +00:00
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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2019-06-05 15:22:06 +00:00
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
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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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