refactor shaders
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+23
-23
@@ -5,12 +5,15 @@ layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec3 v_color;
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layout (location = 3) in vec4 v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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out vec3 a_normal;
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out float a_distance;
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out float a_fog;
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out vec3 a_position;
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out vec2 a_texCoord;
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out vec3 a_dir;
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out vec3 a_normal;
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out vec3 a_position;
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out vec3 a_realnormal;
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out vec4 a_color;
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out vec4 a_modelpos;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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@@ -18,40 +21,37 @@ uniform mat4 u_view;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform float u_opacity;
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uniform float u_fogFactor;
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uniform float u_fogCurve;
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uniform float u_weatherFogOpacity;
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uniform float u_weatherFogDencity;
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uniform float u_weatherFogCurve;
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uniform samplerCube u_cubemap;
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uniform float u_timer;
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uniform samplerCube u_skybox;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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#include <lighting>
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void main() {
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vec4 modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = modelpos.xyz - u_cameraPos;
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modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
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a_modelpos = u_model * vec4(v_position, 1.0);
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vec3 pos3d = a_modelpos.xyz - u_cameraPos;
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a_modelpos.xyz = apply_planet_curvature(a_modelpos.xyz, pos3d);
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a_normal = vec3(0.0, 1.0, 0.0);//v_normal.xyz * 2.0 - 1.0;
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a_realnormal = a_normal;
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vec3 light = v_light.rgb;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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u_torchlightDistance);
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float torchlight = calc_torch_light(a_modelpos.xyz);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_dir = modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_cubemap);
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a_dir = a_modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_skybox);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*v_light.a) * v_color;
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a_color.a = u_opacity;
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float dist = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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float depth = (dist / 256.0);
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a_fog = min(1.0, max(pow(depth * u_fogFactor, u_fogCurve),
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min(pow(depth * u_weatherFogDencity, u_weatherFogCurve), u_weatherFogOpacity)));
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gl_Position = u_proj * u_view * modelpos;
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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a_fog = calc_fog(a_distance / 256.0);
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a_position = (u_view * modelpos).xyz;
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vec4 viewmodelpos = u_view * a_modelpos;
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a_position = viewmodelpos.xyz;
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gl_Position = u_proj * viewmodelpos;
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}
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