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move conversion to fragment shader
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@ -16,11 +16,10 @@ out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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#include <srgb.glsl>
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void main() {
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm);
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vec3 surf_color = srgb_to_linear(f_col) * 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);
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@ -1,6 +1,7 @@
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#version 330 core
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#include <globals.glsl>
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#include <srgb.glsl>
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in uint v_pos_norm;
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in uint v_col_light;
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@ -34,11 +35,11 @@ void main() {
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// Use an array to avoid conditional branching
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f_norm = normals[norm_axis + norm_dir];
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f_col = vec3(
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f_col = srgb_to_linear(vec3(
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float((v_col_light >> 8) & 0xFFu),
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float((v_col_light >> 16) & 0xFFu),
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float((v_col_light >> 24) & 0xFFu)
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) / 255.0;
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) / 255.0);
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f_light = float(v_col_light & 0xFFu) / 255.0;
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