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49 lines
846 B
GLSL
49 lines
846 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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in vec3 f_norm;
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in vec3 f_col;
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flat in uint f_bone_idx;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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};
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struct BoneData {
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mat4 bone_mat;
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};
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layout (std140)
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uniform u_bones {
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BoneData bones[16];
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};
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out vec4 tgt_color;
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void main() {
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vec3 world_norm = (
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model_mat *
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bones[f_bone_idx].bone_mat *
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vec4(f_norm, 0.0)
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).xyz;
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float ambient = 0.5;
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vec3 sun_dir = normalize(vec3(1.3, 1.7, 1.1));
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float sun_diffuse = dot(sun_dir, world_norm) * 0.5;
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vec3 surf_color = model_col.rgb * f_col * (ambient + sun_diffuse);
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
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vec3 color = mix(surf_color, fog_color, fog_level);
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tgt_color = vec4(color, 1.0);
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}
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