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#version 330 core
in vec4 faceWorldPos;
in vec3 faceTextureUv;
in vec3 faceAddColor;
in vec3 faceNormal;
in vec2 faceLight;
out vec4 fragColor;
uniform sampler2DArray textureAtlas;
layout (std140) uniform Globals {
mat4 projView;
mat4 proj;
mat4 invProj;
mat4 view;
uvec2 viewportSize;
vec4 ssaoKernels[64];
float globalTime;
float dayTime;
float gamma;
};
void main() {
vec4 col = texture(textureAtlas, faceTextureUv);
if (col.a < 0.3f)
discard;
float localLight = faceLight.r / 15.0f;
float skyLight = faceLight.g / 15.0f;
float lightLevel = clamp(localLight + skyLight * dayTime, 0.01f, 1.0f);
lightLevel = pow(lightLevel, 3);
lightLevel = clamp(lightLevel, 0.005f, 1.0f);
fragColor = vec4(col.rgb * faceAddColor.rgb * lightLevel, 1.0f);
fragColor.rgb = pow(fragColor.rgb, vec3(1.0f / gamma));
}
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