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47 lines
1.0 KiB
GLSL
47 lines
1.0 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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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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};
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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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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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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, true);
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vec3 color = mix(surf_color, fog_color, fog_level);
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tgt_color = vec4(color, 1.0);
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}
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