40 lines
1.1 KiB
GLSL
40 lines
1.1 KiB
GLSL
layout (location = 0) out vec4 f_color;
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layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec4 a_color;
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in vec4 a_modelpos;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_fogColor;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform bool u_alphaClip;
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uniform vec3 u_sunDir;
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#include <shadows>
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void main() {
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float shadow = calc_shadow(a_modelpos, a_realnormal, a_distance);
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vec3 fogColor = texture(u_skybox, a_dir).rgb;
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vec4 tex_color = texture(u_texture0, a_texCoord);
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float alpha = a_color.a * tex_color.a;
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// anyway it's any alpha-test alternative required
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if (alpha < (u_alphaClip ? 0.5f : 0.15f)) {
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discard;
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}
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f_color = a_color * tex_color * shadow;
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f_color = mix(f_color, vec4(fogColor, 1.0), a_fog);
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f_color.a = alpha;
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f_position = vec4(a_position, 1.0);
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f_normal = vec4(a_normal, 1.0);
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}
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