#version 330 core #include #include #include in vec3 f_pos; in vec3 f_norm; out vec4 tgt_color; #include void main() { vec3 f_norm = lod_norm(f_pos.xy); vec3 f_col = lod_col(f_pos.xy); vec3 emitted_light, reflected_light; vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz); // vec3 light, diffuse_light, ambient_light; get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, f_col, 0.5 * f_col, 0.5 * vec3(1.0), 2.0, emitted_light, reflected_light); // vec3 light, diffuse_light, ambient_light; // get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); // vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light); vec3 surf_color = illuminate(emitted_light, reflected_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, 1.0, true, clouds); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.0003).x - 0.5) * 128.0) / 400.0, 0.0); //float mist_factor = f_norm.z * 2.0; color = mix(color, vec3(1.0) * /*diffuse_light*/reflected_light, clamp(mist_factor * 0.00005 * distance(f_pos.xy, focus_pos.xy), 0, 0.3)); tgt_color = vec4(color, 1.0); }