#version 330 core #include in vec3 f_pos; flat in vec3 f_norm; in vec3 f_col; in float f_light; out vec4 tgt_color; #include #include const float RENDER_DIST = 112.0; const float FADE_DIST = 32.0; void main() { vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_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); vec3 color = mix(surf_color, fog_color, fog_level); tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (RENDER_DIST - FADE_DIST)) / FADE_DIST, 0, 1)); }