fix: skybox is not visible behind translucent blocks
This commit is contained in:
+3
-16
@@ -3,20 +3,11 @@ layout (location = 1) out vec4 f_position;
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layout (location = 2) out vec4 f_normal;
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layout (location = 3) out vec4 f_emission;
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in float a_distance;
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in float a_fog;
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in vec2 a_texCoord;
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in vec3 a_dir;
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in vec3 a_normal;
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in vec3 a_position;
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in vec3 a_realnormal;
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in vec3 a_skyLight;
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in vec4 a_modelpos;
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#include <world_fragment_header>
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in vec4 a_torchLight;
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in float a_emission;
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uniform sampler2D u_texture0;
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uniform samplerCube u_skybox;
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uniform vec3 u_sunDir;
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// flags
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@@ -24,8 +15,6 @@ uniform bool u_alphaClip;
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uniform bool u_debugLights;
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uniform bool u_debugNormals;
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#include <shadows>
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void main() {
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vec4 texColor = texture(u_texture0, a_texCoord);
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float alpha = texColor.a;
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@@ -39,9 +28,7 @@ void main() {
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}
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if (u_debugLights)
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texColor.rgb = u_debugNormals ? (a_normal * 0.5 + 0.5) : vec3(1.0);
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else if (u_debugNormals) {
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texColor.rgb *= a_normal * 0.5 + 0.5;
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}
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f_color = texColor;
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f_color.rgb *= min(vec3(1.0), a_torchLight.rgb + a_skyLight);
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