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39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
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_ao;
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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 FADE_DIST = 32.0;
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void main() {
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vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0);
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float point_shadow = shadow_at(f_pos, f_norm);
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diffuse_light *= f_light * point_shadow;
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ambient_light *= f_light, point_shadow;
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vec3 point_light = light_at(f_pos, f_norm);
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light += point_light;
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diffuse_light += point_light;
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float ao = pow(f_ao, 0.5) * 0.85 + 0.15;
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ambient_light *= ao;
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diffuse_light *= ao;
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vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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vec4 clouds;
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 0.5, true, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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tgt_color = vec4(color, 1.0 - clamp((distance(focus_pos.xy, f_pos.xy) - (particle_render_distance - FADE_DIST)) / FADE_DIST, 0, 1));
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}
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