#version 330 core #include in vec3 f_pos; in vec3 f_col; in float f_ao; flat in vec3 f_norm; layout (std140) uniform u_locals { mat4 model_mat; vec4 model_col; // bit 0 - is player // bit 1-31 - unused int flags; }; struct BoneData { mat4 bone_mat; }; layout (std140) uniform u_bones { BoneData bones[16]; }; #include #include #include out vec4 tgt_color; void main() { vec3 light, diffuse_light, ambient_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 *= point_shadow; ambient_light *= point_shadow; vec3 point_light = light_at(f_pos, f_norm); light += point_light; diffuse_light += point_light; float ao = pow(f_ao, 0.5) * 0.85 + 0.15; ambient_light *= ao; diffuse_light *= ao; vec3 surf_color = illuminate(srgb_to_linear(model_col.rgb * 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(normalize(f_pos - cam_pos.xyz), 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); if ((flags & 1) == 1 && int(cam_mode) == 1) { float distance = distance(vec3(cam_pos), vec3(model_mat * vec4(vec3(0), 1))) - 2; float opacity = clamp(distance / distance_divider, 0, 1); if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) { discard; } } tgt_color = vec4(color, 1.0); }