#version 330 core #include #include uniform sampler2D t_noise; in vec2 v_pos; layout (std140) uniform u_locals { vec4 nul; }; out vec3 f_pos; out vec3 f_norm; out vec3 f_col; out float f_light; void main() { vec2 pos = v_pos * 1000.0; f_pos = vec3(pos, texture(t_noise, pos * 0.001).x * 1000.0); //f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); f_col = vec3(0.5, 1.0, 0.3); f_light = 1.0; f_norm = vec3(0, 0, 1); gl_Position = proj_mat * view_mat * vec4(f_pos, 1); gl_Position.z = 1.0 / (1.0 - gl_Position.z - 10.0); }