// grass of the heightmap terrain (opengl46_grass, grass.vert): the blades lit like the rest of the scene in vec3 f_normal; in vec4 f_pos; in vec3 f_albedo; in vec4 f_clip_pos; in vec4 f_clip_future_pos; #include layout(location = 0) out vec4 out_color; #if MOTIONBLUR_ENABLED layout(location = 1) out vec4 out_motion; #endif #include #include #include void main() { vec3 fragnormal = normalize(f_normal); glossiness = 6.0; metalic = 0.0; vec3 fragcolor = apply_lights(ambient, fragnormal, f_albedo, 0.0, 0.2, shadow_tone); vec4 color = vec4(apply_fog(fragcolor), 1.0); #if POSTFX_ENABLED out_color = color; #else out_color = tonemap(color); #endif #if MOTIONBLUR_ENABLED { vec2 a = (f_clip_future_pos.xy / f_clip_future_pos.w) * 0.5 + 0.5; vec2 b = (f_clip_pos.xy / f_clip_pos.w) * 0.5 + 0.5; out_motion = vec4(a - b, 0.0f, 0.0f); } #endif }