VoxelEngine/res/shaders/translucent.glslf

39 lines
911 B
GLSL

layout (location = 0) out vec4 f_color;
#include <world_fragment_header>
in vec4 a_torchLight;
uniform sampler2D u_texture0;
uniform vec3 u_sunDir;
// flags
uniform bool u_alphaClip;
uniform bool u_debugLights;
uniform bool u_debugNormals;
#include <shadows>
void main() {
vec4 texColor = texture(u_texture0, a_texCoord);
float alpha = texColor.a;
if (u_alphaClip) {
if (alpha < 0.2f)
discard;
alpha = 1.0;
} else {
if (alpha < 0.002f)
discard;
}
if (u_debugLights)
texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
f_color = texColor;
f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight
* calc_shadow(a_modelpos, a_realnormal, length(a_position)));
vec3 fogColor = texture(u_skybox, a_dir).rgb;
f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
f_color.a = alpha;
}