#version 330 core #include #include #include in vec2 v_pos; layout (std140) uniform u_locals { vec4 nul; }; out vec3 f_pos; out float f_light; void main() { f_pos = lod_pos(v_pos); f_pos.z -= 25.0 / pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); f_light = 1.0; gl_Position = proj_mat * view_mat * vec4(f_pos, 1); gl_Position.z = 1.0 / (1.0 - gl_Position.z - 10.0); }