#version 330 core #include #include in vec3 f_pos; flat in vec3 f_norm; in vec3 f_col; in float f_light; layout (std140) uniform u_locals { vec3 model_offs; }; out vec4 tgt_color; #include #include vec3 warp_normal(vec3 norm, vec3 pos, float time) { return normalize(norm + smooth_rand(pos * 1.0, time * 1.0) * 0.05 + smooth_rand(pos * 0.25, time * 0.25) * 0.1); } void main() { /* // Round the position to the nearest triangular grid cell vec3 hex_pos = f_pos * 2.0; hex_pos = hex_pos + vec3(hex_pos.y * 1.4 / 3.0, hex_pos.y * 0.1, 0); if (fract(hex_pos.x) > fract(hex_pos.y)) { hex_pos += vec3(1.0, 1.0, 0); } hex_pos = floor(hex_pos); */ vec3 norm = warp_normal(f_norm, f_pos, tick.x); vec3 light = get_sun_diffuse(norm, time_of_day.x) * f_light + light_at(f_pos, norm); vec3 surf_color = f_col * light; float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, true); vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); vec3 reflect_ray_dir = reflect(cam_to_frag, norm); // Hack to prevent the reflection ray dipping below the horizon and creating weird blue spots in the water reflect_ray_dir.z = max(reflect_ray_dir.z, 0.05); vec3 reflect_color = get_sky_color(reflect_ray_dir, time_of_day.x, false) * f_light; // 0 = 100% reflection, 1 = translucent water float passthrough = pow(dot(faceforward(norm, norm, cam_to_frag), -cam_to_frag), 1.0); vec4 color = mix(vec4(reflect_color, 1.0), vec4(surf_color, 0.5 / (1.0 + light * 2.0)), passthrough); tgt_color = mix(color, vec4(fog_color, 0.0), fog_level); }