#version 330 core #include in vec3 f_pos; in vec3 f_col; flat in vec3 f_norm; in float f_ao; in float f_alt; in vec4 f_shadow; layout (std140) uniform u_locals { mat4 model_mat; vec4 model_col; int flags; }; struct BoneData { mat4 bone_mat; }; layout (std140) uniform u_bones { BoneData bones[16]; }; #include #include #include out vec4 tgt_color; void main() { 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; } if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > shadow_dithering) { discard; } tgt_color = vec4(0.0,0.0,0.0, 1.0); }