#version 420 core #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #include #include #include #include layout(location = 0) in vec3 v_pos; layout(location = 1) in vec3 v_norm; layout(location = 2) in vec3 v_col; layout(location = 3) in vec3 inst_pos; layout(location = 4) in uint inst_flags; const uint FLAG_SNOW_COVERED = 1; layout(location = 0) out vec3 f_pos; layout(location = 1) out vec3 f_norm; layout(location = 2) out vec4 f_col; layout(location = 3) out float snow_cover; void main() { vec3 tree_pos = inst_pos - focus_off.xyz; f_pos = tree_pos + v_pos; float pull_down = 1.0 / pow(distance(focus_pos.xy, tree_pos.xy) / (view_distance.x * 0.95), 150.0); f_pos.z -= pull_down; f_norm = v_norm; f_col = vec4(vec3(0.02, 0.1, 0.01) * (sin(inst_pos.xyy) * 0.33 + 0.66), 1.0);//vec4(v_col, 1.0); if ((inst_flags & FLAG_SNOW_COVERED) > 0u) { snow_cover = 1.0; //f_col.rgb = mix(f_col.rgb, vec3(1), pow(max(f_norm.z, 0.0), 0.5)); } else { snow_cover = 0.0; } gl_Position = all_mat * vec4(f_pos, 1); }