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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec2 aBTexCoord;
layout (location = 3) in vec4 aColor;
layout (location = 4) in vec4 aSPos;
uniform mat4 modelView;
uniform mat4 proj;
uniform mat4 projInv;
uniform vec4 viewport;
uniform vec4 fogColor;
uniform vec2 fogStartEnd;
uniform vec3 playerPos;
out vec2 TexCoord;
out vec2 BTexCoord;
out vec4 Color;
out vec4 SPos;
out vec4 Viewport;
out mat4 ProjInv;
out vec4 FogColor;
out vec2 FogStartEnd;
out float FogFactor;
flat out vec2 ProvokingTexCoord;
void main()
{
gl_Position = proj * modelView * (vec4(aPos - playerPos, 1.0) + vec4(0, 0.12, 0, 0));
TexCoord = aTexCoord;
BTexCoord = aBTexCoord;
Color = aColor;
SPos = aSPos;
Viewport = viewport;
ProjInv = projInv;
FogColor = fogColor;
if(fogStartEnd.x >= 0 && fogStartEnd.y >= 0){
float s = fogStartEnd.x;
float e = fogStartEnd.y;
vec4 eyePos = (modelView * (vec4(aPos - playerPos, 1.0) + vec4(0, 0.12, 0, 0)));
float fogFactor = clamp((e - length(eyePos)) / (e - s), 0, 1);
FogFactor = fogFactor;
} else {
FogFactor = -1;
}
FogStartEnd = fogStartEnd;
ProvokingTexCoord = aTexCoord;
}
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