#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; out vec4 a_color; out vec2 a_texCoord; out float a_fog; out vec3 a_dir; 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_fogFactor; uniform float u_fogCurve; uniform float u_weatherFogOpacity; uniform float u_weatherFogDencity; uniform float u_weatherFogCurve; uniform samplerCube u_cubemap; uniform vec3 u_torchlightColor; uniform float u_torchlightDistance; void main() { vec4 modelpos = u_model * vec4(v_position, 1.0); vec3 pos3d = modelpos.xyz - u_cameraPos; modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d); vec4 decomp_light = v_light; vec3 light = decomp_light.rgb; float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) / u_torchlightDistance); light += torchlight * u_torchlightColor; a_color = vec4(pow(light, vec3(u_gamma)),1.0f); a_texCoord = v_texCoord; a_dir = modelpos.xyz - u_cameraPos; vec3 skyLightColor = pick_sky_color(u_cubemap); a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color; a_color.a = u_opacity; float dist = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0)); float depth = (dist / 256.0); a_fog = min(1.0, max(pow(depth * u_fogFactor, u_fogCurve), min(pow(depth * u_weatherFogDencity, u_weatherFogCurve), u_weatherFogOpacity))); gl_Position = u_proj * u_view * modelpos; }