#version 330 core #include #include in vec3 f_pos; flat in uint f_pos_norm; in vec3 f_col; in float f_light; layout (std140) uniform u_locals { vec3 model_offs; float load_time; }; uniform sampler2D t_waves; out vec4 tgt_color; #include #include void main() { // First 3 normals are negative, next 3 are positive vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) ); // TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction. uint norm_axis = (f_pos_norm >> 30) & 0x3u; // Increase array access by 3 to access positive values uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u; // Use an array to avoid conditional branching vec3 f_norm = normals[norm_axis + norm_dir]; vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0)); vec3 k_a = 0.5 * surf_color; vec3 k_d = vec3(1.0); vec3 k_s = 0.5 * vec3(1.0); float alpha = 0.255; vec3 emitted_light, reflected_light; // float point_shadow = shadow_at(f_pos, f_norm); // vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); // vec3 emitted_light, reflected_light; // vec3 light, diffuse_light, ambient_light; float point_shadow = shadow_at(f_pos,f_norm); // vec3 surf_color = /*srgb_to_linear*/(vec3(0.4, 0.7, 2.0)); get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, k_a * f_light * point_shadow, vec3(0.0), k_s * f_light * point_shadow, alpha, emitted_light, reflected_light); // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0); // 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; // reflected_light += point_light; // vec3 surf_color = srgb_to_linear(vec3(0.4, 0.7, 2.0)) * light * diffuse_light * ambient_light; lights_at(f_pos, f_norm, cam_to_frag, k_a * f_light * point_shadow, k_d * f_light * point_shadow, k_s * f_light * point_shadow, alpha, emitted_light, reflected_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, 0.25, true, clouds); float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.5); surf_color = illuminate(emitted_light, reflected_light); vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + /*diffuse_light*//*(f_light * point_shadow + point_light)*/reflected_light * 0.25)), passthrough); tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a); }