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40 lines
1.4 KiB
GLSL
40 lines
1.4 KiB
GLSL
#version 330 core
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#include <globals.glsl>
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#include <sky.glsl>
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#include <lod.glsl>
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in vec3 f_pos;
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in vec3 f_norm;
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out vec4 tgt_color;
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#include <sky.glsl>
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void main() {
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vec3 f_norm = lod_norm(f_pos.xy);
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vec3 f_col = lod_col(f_pos.xy);
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vec3 emitted_light, reflected_light;
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vec3 cam_to_frag = normalize(f_pos - cam_pos.xyz);
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// vec3 light, diffuse_light, ambient_light;
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get_sun_diffuse(f_norm, time_of_day.x, cam_to_frag, f_col, 0.5 * f_col, 0.5 * vec3(1.0), 2.0, emitted_light, reflected_light);
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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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// vec3 surf_color = illuminate(f_col, light, diffuse_light, ambient_light);
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vec3 surf_color = illuminate(emitted_light, reflected_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(cam_to_frag, time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds);
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vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a);
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float mist_factor = max(1 - (f_pos.z + (texture(t_noise, f_pos.xy * 0.0005 + time_of_day.x * 0.0003).x - 0.5) * 128.0) / 400.0, 0.0);
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//float mist_factor = f_norm.z * 2.0;
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color = mix(color, vec3(1.0) * /*diffuse_light*/reflected_light, clamp(mist_factor * 0.00005 * distance(f_pos.xy, focus_pos.xy), 0, 0.3));
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tgt_color = vec4(color, 1.0);
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}
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