#include layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in vec3 v_color; layout (location = 3) in vec4 v_light; layout (location = 4) in vec4 v_normal; out float a_distance; out float a_fog; out vec2 a_texCoord; out vec3 a_dir; out vec3 a_normal; out vec3 a_position; out vec3 a_realnormal; out vec4 a_color; out vec4 a_modelpos; uniform mat4 u_model; uniform mat4 u_proj; uniform mat4 u_view; uniform vec3 u_cameraPos; uniform float u_gamma; uniform float u_opacity; uniform float u_timer; uniform samplerCube u_skybox; uniform vec3 u_torchlightColor; uniform float u_torchlightDistance; #include #include void main() { a_modelpos = u_model * vec4(v_position, 1.0); vec3 pos3d = a_modelpos.xyz - u_cameraPos; a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d); a_realnormal = v_normal.xyz * 2.0 - 1.0; a_normal = calc_screen_normal(a_realnormal); vec3 light = v_light.rgb; float torchlight = calc_torch_light(a_realnormal, a_modelpos.xyz); light += torchlight * u_torchlightColor; a_color = vec4(pow(light, vec3(u_gamma)),1.0f); a_texCoord = v_texCoord; a_dir = a_modelpos.xyz - u_cameraPos; vec3 skyLightColor = pick_sky_color(u_skybox); a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a) * v_color; a_color.a = u_opacity; mat4 viewmodel = u_view * u_model; a_distance = length(viewmodel * vec4(pos3d, 0.0)); a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0); vec4 viewmodelpos = u_view * a_modelpos; a_position = viewmodelpos.xyz; gl_Position = u_proj * viewmodelpos; }