layout (location = 0) out vec4 f_color; layout (location = 1) out vec4 f_position; layout (location = 2) out vec4 f_normal; in float a_distance; in float a_fog; in vec2 a_texCoord; in vec3 a_dir; in vec3 a_normal; in vec3 a_position; in vec3 a_realnormal; in vec4 a_color; in vec4 a_modelpos; uniform sampler2D u_texture0; uniform samplerCube u_skybox; uniform vec3 u_fogColor; uniform float u_fogFactor; uniform float u_fogCurve; uniform bool u_alphaClip; uniform vec3 u_sunDir; #include void main() { float shadow = calc_shadow(a_modelpos, a_realnormal, a_distance); vec3 fogColor = texture(u_skybox, a_dir).rgb; vec4 tex_color = texture(u_texture0, a_texCoord); float alpha = a_color.a * tex_color.a; // anyway it's any alpha-test alternative required if (alpha < (u_alphaClip ? 0.5f : 0.15f)) { discard; } f_color = a_color * tex_color * shadow; f_color = mix(f_color, vec4(fogColor, 1.0), a_fog); f_color.a = alpha; f_position = vec4(a_position, 1.0); f_normal = vec4(a_normal, 1.0); }