#version 330 core #include in vec3 f_pos; in vec3 f_col; flat in vec3 f_norm; layout (std140) uniform u_locals { mat4 model_mat; vec4 model_col; }; struct BoneData { mat4 bone_mat; }; layout (std140) uniform u_bones { BoneData bones[16]; }; #include #include #include out vec4 tgt_color; void main() { vec3 light, diffuse_light, ambient_light; get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); float point_shadow = shadow_at(f_pos, f_norm); diffuse_light *= point_shadow; ambient_light *= point_shadow; vec3 point_light = light_at(f_pos, f_norm); light += point_light; diffuse_light += point_light; vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light); float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); tgt_color = vec4(color, 1.0); }