update main shader
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@@ -7,6 +7,7 @@ layout (location = 2) in float v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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out float a_distance;
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out float a_fog;
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out vec3 a_dir;
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uniform mat4 u_model;
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@@ -14,6 +15,10 @@ uniform mat4 u_proj;
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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_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 samplerCube u_cubemap;
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uniform vec3 u_torchlightColor;
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@@ -35,6 +40,10 @@ void main() {
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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_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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float depth = (a_distance / 256.0);
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a_fog = min(1.0, max(pow(depth * u_fogFactor, u_fogCurve),
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min(depth * u_weatherFogDencity, u_weatherFogOpacity)));
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gl_Position = u_proj * u_view * modelpos;
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}
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