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31 lines
722 B
GLSL
31 lines
722 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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layout (std140)
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uniform u_locals {
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vec4 nul;
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};
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out vec4 tgt_color;
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void main() {
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vec4 _clouds;
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vec3 cam_dir = normalize(f_pos - cam_pos.xyz);
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/* vec3 world_pos = cam_pos.xyz + cam_dir * 500000.0;
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tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, world_pos, 1.0, true, _clouds), 1.0); */
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float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x);
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float dist = 100000.0;
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if (medium.x == 1u) {
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dist = UNDERWATER_MIST_DIST;
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}
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vec3 wpos = cam_pos.xyz + /*normalize(f_pos)*/cam_dir * dist;
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tgt_color = vec4(get_sky_color(normalize(f_pos), time_of_day.x, cam_pos.xyz, wpos, 1.0, true, _clouds), 1.0);
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}
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