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22 lines
399 B
GLSL
22 lines
399 B
GLSL
#version 330 core
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#include <globals.glsl>
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#include <sky.glsl>
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in vec3 f_pos;
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layout (std140)
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uniform u_locals {
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vec4 nul;
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};
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out vec4 tgt_color;
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void main() {
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vec4 _clouds;
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vec3 cam_dir = normalize(f_pos - cam_pos.xyz);
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vec3 world_pos = cam_pos.xyz + cam_dir * 500000.0;
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tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, world_pos, 1.0, true, _clouds), 1.0);
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}
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