#version 330 core #include #include in vec3 f_pos; in vec3 f_norm; in vec3 f_col; flat in uint f_bone_idx; layout (std140) uniform u_locals { mat4 model_mat; vec4 model_col; }; struct BoneData { mat4 bone_mat; }; layout (std140) uniform u_bones { BoneData bones[16]; }; out vec4 tgt_color; void main() { vec3 world_norm = ( model_mat * bones[f_bone_idx].bone_mat * vec4(f_norm, 0.0) ).xyz; float light = get_sun_diffuse(world_norm, time_of_day.x); vec3 surf_color = model_col.rgb * f_col * 2.0 * light; float fog_level = fog(f_pos.xy, focus_pos.xy); vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x); vec3 color = mix(surf_color, fog_color, fog_level); tgt_color = vec4(color, 1.0); }