#version 330 core #include #include #include in vec2 v_pos; layout (std140) uniform u_locals { vec4 nul; }; out vec3 f_pos; out float f_light; void main() { f_pos = lod_pos(v_pos + vec2(0, -v_pos.x * 0.5)); f_pos.z -= 5.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.9), 20.0); f_light = 1.0; gl_Position = proj_mat * view_mat * vec4(f_pos, 1); gl_Position.z = 1.0 / (1.0 - gl_Position.z * 0.001 - 100.0); }