veloren/voxygen/shaders/figure.frag

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GLSL
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#version 330 core
#include <globals.glsl>
in vec3 f_pos;
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in vec3 f_norm;
in vec3 f_col;
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flat in uint f_bone_idx;
layout (std140)
uniform u_locals {
mat4 model_mat;
vec4 model_col;
};
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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>
out vec4 tgt_color;
void main() {
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vec3 world_norm = (
model_mat *
bones[f_bone_idx].bone_mat *
vec4(f_norm, 0.0)
).xyz;
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vec3 light = get_sun_diffuse(world_norm, time_of_day.x) + light_at(f_pos, world_norm);
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vec3 surf_color = model_col.rgb * f_col * 2.0 * 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);
tgt_color = vec4(color, 1.0);
}