#version 330 core layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in vec4 v_light; out vec4 a_color; out vec2 a_texCoord; uniform mat4 u_model; uniform mat4 u_projview; uniform vec3 u_skyLightColor; uniform float u_gamma; void main(){ vec4 position = u_projview * u_model * vec4(v_position, 1.0); a_color = vec4(pow(v_light.rgb, vec3(u_gamma)),1.0f); a_texCoord = v_texCoord; a_color.rgb += u_skyLightColor * v_light.a*0.5; a_color.rgb *= 1.0-position.z*0.0025; gl_Position = position; }