VoxelEngine/res/shaders/main.glslf
2024-11-16 16:13:18 +03:00

25 lines
658 B
GLSL

in vec4 a_color;
in vec2 a_texCoord;
in float a_distance;
in vec3 a_dir;
out vec4 f_color;
uniform sampler2D u_texture0;
uniform samplerCube u_cubemap;
uniform vec3 u_fogColor;
uniform float u_fogFactor;
uniform float u_fogCurve;
uniform bool u_alphaClip;
void main() {
vec3 fogColor = texture(u_cubemap, a_dir).rgb;
vec4 tex_color = texture(u_texture0, a_texCoord);
float depth = (a_distance/256.0);
float alpha = a_color.a * tex_color.a;
if (u_alphaClip && alpha < 0.9f)
discard;
f_color = mix(a_color * tex_color, vec4(fogColor,1.0),
min(1.0, pow(depth*u_fogFactor, u_fogCurve)));
f_color.a = alpha;
}