#include layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in float v_light; out vec4 a_color; out vec2 a_texCoord; out float a_distance; out vec3 a_dir; uniform mat4 u_model; uniform mat4 u_proj; uniform mat4 u_view; uniform vec3 u_skyLightColor; uniform vec3 u_cameraPos; uniform float u_gamma; uniform samplerCube u_cubemap; uniform vec3 u_torchlightColor; uniform float u_torchlightDistance; #define SKY_LIGHT_MUL 2.5 void main(){ vec3 pos3d = (u_model * vec4(v_position, 1.0)).xyz-u_cameraPos.xyz; vec4 modelpos = u_model * vec4(v_position, 1.0); modelpos.y -= pow(length(pos3d.xz)*0.002, 3.0); vec4 viewmodelpos = u_view * modelpos; vec4 decomp_light = decompress_light(v_light); vec3 light = decomp_light.rgb; float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance); a_dir = modelpos.xyz - u_cameraPos; light += torchlight * u_torchlightColor; a_color = vec4(pow(light, vec3(u_gamma)),1.0f); a_texCoord = v_texCoord; vec3 skyLightColor = texture(u_cubemap, vec3(0.4f, 0.0f, 0.4f)).rgb; skyLightColor.g *= 0.9; skyLightColor.b *= 0.8; skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL); skyLightColor = max(vec3(0.1, 0.11, 0.14), skyLightColor); a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a); a_distance = length(u_view * u_model * vec4(pos3d.x, pos3d.y*0.2, pos3d.z, 0.0)); gl_Position = u_proj * viewmodelpos; }