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https://gitlab.com/veloren/veloren.git
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68 lines
1.5 KiB
GLSL
68 lines
1.5 KiB
GLSL
#version 330 core
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#include <globals.glsl>
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in vec3 f_pos;
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in vec3 f_col;
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in float f_ao;
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flat in vec3 f_norm;
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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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// bit 0 - is player
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// bit 1-31 - unused
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int flags;
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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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#include <sky.glsl>
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#include <light.glsl>
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#include <srgb.glsl>
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out vec4 tgt_color;
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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 *= point_shadow;
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ambient_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(srgb_to_linear(model_col.rgb * 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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if ((flags & 1) == 1 && int(cam_mode) == 1) {
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float distance = distance(vec3(cam_pos), vec3(model_mat * vec4(vec3(0), 1))) - 2;
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float opacity = clamp(distance / distance_divider, 0, 1);
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if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
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discard;
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}
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}
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tgt_color = vec4(color, 1.0);
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}
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