#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); /* // Round the position to the nearest triangular grid cell vec3 hex_pos = f_pos * 2.0; hex_pos = hex_pos + vec3(hex_pos.y * 1.4 / 3.0, hex_pos.y * 0.1, 0); if (fract(hex_pos.x) > fract(hex_pos.y)) { hex_pos += vec3(1.0, 1.0, 0); } hex_pos = floor(hex_pos); */ vec3 light, diffuse_light, ambient_light; get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 0.0); 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; vec3 surf_color = illuminate(srgb_to_linear(vec3(0.2, 0.2, 1.0)), 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, 0.25, true, clouds); float passthrough = pow(dot(faceforward(f_norm, f_norm, cam_to_frag), -cam_to_frag), 0.5); vec4 color = mix(vec4(surf_color, 1.0), vec4(surf_color, 1.0 / (1.0 + diffuse_light * 0.25)), passthrough); tgt_color = mix(mix(color, vec4(fog_color, 0.0), fog_level), vec4(clouds.rgb, 0.0), clouds.a); }