VoxelEngine/res/shaders/main.glslv
2023-11-28 16:13:49 +03:00

47 lines
1.3 KiB
GLSL

#include <commons>
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(){
vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
vec4 modelpos = u_model * vec4(v_position, 1.0);
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, -0.4f, -0.4f)).rgb;
skyLightColor.g *= 0.9;
skyLightColor.b *= 0.8;
skyLightColor = min(vec3(1.0), skyLightColor*SKY_LIGHT_MUL);
a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
a_distance = length(viewmodelpos);
gl_Position = u_proj * viewmodelpos;
}