#version 330 core #include #include #include in vec2 v_pos; layout (std140) uniform u_locals { vec4 nul; }; out vec3 f_pos; // out vec3 f_norm; // out vec4 f_shadow; // out float f_light; void main() { f_pos = lod_pos(v_pos, focus_pos.xy); // f_norm = lod_norm(f_pos.xy); // f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy)); //f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0); //f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0)); // f_pos.z = mix(-f_pos.z, f_pos.z, view_distance.x <= distance(focus_pos.xy, f_pos.xy) + 32.0); f_pos.z -= max(view_distance.x - distance(focus_pos.xy, f_pos.xy), 0.0); // f_light = 1.0; gl_Position = proj_mat * view_mat * vec4(f_pos, 1); gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }