#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 cam_to_frag = normalize(f_pos - cam_pos.xyz); vec3 surf_color = /*srgb_to_linear*/(model_col.rgb * f_col); vec3 k_a = surf_color; vec3 k_d = 0.5 * surf_color; vec3 k_s = 0.5 * surf_color; float alpha = 2.0; vec3 emitted_light, reflected_light; float point_shadow = shadow_at(f_pos, f_norm); // vec3 point_light = light_at(f_pos, f_norm); // vec3 light, diffuse_light, ambient_light; get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, k_a * point_shadow, k_d * point_shadow, k_s * point_shadow, alpha, emitted_light, reflected_light); lights_at(f_pos, f_norm, cam_to_frag, k_a * point_shadow, k_d * point_shadow, k_s * point_shadow, alpha, emitted_light, reflected_light); // get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, surf_color * f_light * point_shadow, 0.5 * surf_color * f_light * point_shadow, 0.5 * surf_color * 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); // diffuse_light *= point_shadow; // ambient_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 = illuminate(srgb_to_linear(model_col.rgb * f_col), light, diffuse_light, ambient_light); 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, 0.5, true, clouds); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); tgt_color = vec4(color, 1.0); }