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40 lines
903 B
GLSL
40 lines
903 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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flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
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layout (std140)
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uniform u_locals {
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vec3 model_offs;
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};
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out vec4 tgt_color;
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void main() {
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// Calculate normal from packed data
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vec3 f_norm;
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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float norm_dir = float((f_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
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if (norm_axis == 0u) {
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f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
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} else if (norm_axis == 1u) {
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f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
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} else {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light;
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vec3 surf_color = f_col * light;
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float fog_level = fog(f_pos.xy, focus_pos.xy);
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vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x);
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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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