#version 330 core #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #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 highlight_col; vec4 model_light; ivec4 atlas_offs; vec3 model_pos; int flags; }; struct BoneData { mat4 bone_mat; mat4 normals_mat; }; layout (std140) uniform u_bones { BoneData bones[16]; }; #include #include #include out vec4 tgt_color; void main() { // float distance = distance(vec3(cam_pos), focus_pos.xyz) - 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); }