refactor shaders
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@@ -0,0 +1,27 @@
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#ifndef LIGHTING_GLSL_
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#define LIGHTING_GLSL_
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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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float calc_torch_light(vec3 modelpos) {
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return max(0.0, 1.0 - distance(u_cameraPos, modelpos.xyz) / u_torchlightDistance);
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}
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vec3 calc_screen_normal(vec3 normal) {
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return transpose(inverse(mat3(u_view * u_model))) * normal;
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}
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float calc_fog(float depth) {
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return min(
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1.0,
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max(pow(depth * u_fogFactor, u_fogCurve),
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min(pow(depth * u_weatherFogDencity, u_weatherFogCurve),
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u_weatherFogOpacity))
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);
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}
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#endif // LIGHTING_GLSL_
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