#version 330 core #include in vec3 f_pos; flat in vec3 f_norm; in vec3 f_col; in float f_ao; in float f_light; out vec4 tgt_color; #include #include const float FADE_DIST = 32.0; 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 *= f_light * point_shadow; ambient_light *= f_light, point_shadow; vec3 point_light = light_at(f_pos, f_norm); light += point_light; diffuse_light += point_light; float ao = pow(f_ao, 0.5) * 0.85 + 0.15; ambient_light *= ao; diffuse_light *= ao; vec3 surf_color = illuminate(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 - clamp((distance(focus_pos.xy, f_pos.xy) - (particle_render_distance - FADE_DIST)) / FADE_DIST, 0, 1)); }