#version 330 core #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; float load_time; }; out vec4 tgt_color; #include #include void main() { vec3 light, diffuse_light, ambient_light; get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light); diffuse_light *= f_light; ambient_light *= f_light; vec3 point_light = light_at(f_pos, f_norm); light += point_light; diffuse_light += point_light; vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_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 color = mix(surf_color, fog_color, fog_level); tgt_color = vec4(color, 1.0); }