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28 lines
698 B
GLSL
28 lines
698 B
GLSL
#version 330 core
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#include <globals.glsl>
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in vec3 f_pos;
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flat in vec3 f_norm;
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in vec3 f_col;
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in float f_light;
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out vec4 tgt_color;
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#include <sky.glsl>
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#include <light.glsl>
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const float RENDER_DIST = 128.0;
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const float FADE_DIST = 32.0;
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void main() {
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm);
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vec3 surf_color = f_col * light;
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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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 - clamp((distance(focus_pos.xy, f_pos.xy) - (RENDER_DIST - FADE_DIST)) / FADE_DIST, 0, 1));
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}
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