#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 cam_to_frag = normalize(f_pos - cam_pos.xyz); vec4 vert_pos4 = view_mat * vec4(f_pos, 1.0); vec3 view_dir = normalize(-vec3(vert_pos4) / vert_pos4.w); vec3 surf_color = /*srgb_to_linear*/(f_col); vec3 k_a = vec3(1.0); vec3 k_d = vec3(0.5); vec3 k_s = vec3(0.5); float alpha = 2.0; vec3 emitted_light, reflected_light; float point_shadow = shadow_at(f_pos, f_norm); vec3 light_frac = light_reflection_factor(f_norm, view_dir, vec3(0, 0, -1.0), vec3(1.0), vec3(1.0), 2.0); // vec3 light, diffuse_light, ambient_light; // vec3 emitted_light, reflected_light; // float point_shadow = shadow_at(f_pos,f_norm); // vec3 point_light = light_at(f_pos, f_norm); // vec3 surf_color = srgb_to_linear(vec3(0.2, 0.5, 1.0)); // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, k_a * (0.5 * f_light * point_shadow + 0.5 * light_frac), k_d * f_light * point_shadow, k_s * f_light * point_shadow, 2.0, emitted_light, reflected_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; // light += point_light; // diffuse_light += point_light; // reflected_light += point_light; lights_at(f_pos, f_norm, cam_to_frag, k_a, k_d, k_s, alpha, emitted_light, reflected_light); surf_color = illuminate(surf_color * emitted_light, surf_color * reflected_light); // 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(cam_to_frag, 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) - (RENDER_DIST - FADE_DIST)) / FADE_DIST, 0, 1)); }