#version 330 core #include #include in vec3 f_pos; layout (std140) uniform u_locals { vec4 nul; }; out vec4 tgt_color; void main() { vec4 _clouds; vec3 cam_dir = normalize(f_pos - cam_pos.xyz); /* vec3 world_pos = cam_pos.xyz + cam_dir * 500000.0; tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, world_pos, 1.0, true, _clouds), 1.0); */ float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); float dist = 100000.0; if (medium.x == 1u) { dist = UNDERWATER_MIST_DIST; } vec3 wpos = cam_pos.xyz + /*normalize(f_pos)*/cam_dir * dist; tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, wpos, 1.0, true, _clouds), 1.0); }