veloren/voxygen/shaders/terrain.frag

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GLSL
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#version 330 core
#include <globals.glsl>
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#include <sky.glsl>
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in vec3 f_pos;
flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
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layout (std140)
uniform u_locals {
vec3 model_offs;
};
out vec4 tgt_color;
void main() {
// Calculate normal from packed data
vec3 f_norm;
uint norm_axis = (f_pos_norm >> 30) & 0x3u;
float norm_dir = float((f_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
if (norm_axis == 0u) {
f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
} else if (norm_axis == 1u) {
f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
} else {
f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
}
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float glob_ambience = 0.001;
float sun_ambience = 0.9;
vec3 sun_dir = normalize(vec3(1.3, 1.7, 2.1));
float sun_diffuse = dot(sun_dir, f_norm);
float sun_light = sun_ambience + sun_diffuse;
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float static_light = glob_ambience + min(sun_light, f_light);
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vec3 light = vec3(static_light);
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vec3 surf_color = f_col * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
vec3 color = mix(surf_color, fog_color, fog_level);
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tgt_color = vec4(color, 1.0);
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}