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@@ -7,7 +7,9 @@ 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_fog;
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out vec3 a_position;
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out vec3 a_dir;
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uniform mat4 u_model;
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@@ -31,6 +33,8 @@ void main() {
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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_normal = vec3(0.0, 1.0, 0.0);//v_normal.xyz * 2.0 - 1.0;
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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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@@ -48,4 +52,6 @@ void main() {
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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_position = (u_view * modelpos).xyz;
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}
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