#version 330 core #include #include in vec3 f_pos; flat in uint f_pos_norm; in vec3 f_col; in float f_light; layout (std140) uniform u_locals { vec3 model_offs; }; out vec4 tgt_color; void main() { // Calculate normal from packed data vec3 f_norm; uint norm_axis = (f_pos_norm >> 30) & 0x3u; float norm_dir = float((f_pos_norm >> 29) & 0x1u) * 2.0 - 1.0; if (norm_axis == 0u) { f_norm = vec3(1.0, 0.0, 0.0) * norm_dir; } else if (norm_axis == 1u) { f_norm = vec3(0.0, 1.0, 0.0) * norm_dir; } else { f_norm = vec3(0.0, 0.0, 1.0) * norm_dir; } float glob_ambience = 0.001; float sun_ambience = 0.9; vec3 sun_dir = normalize(vec3(1.3, 1.7, 2.1)); float sun_diffuse = dot(sun_dir, f_norm); float sun_light = sun_ambience + sun_diffuse; float static_light = glob_ambience + min(sun_light, f_light); vec3 light = vec3(static_light); vec3 surf_color = f_col * 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); }