#version 460 core #define STAGE_FRAGMENT 1 #include "common.glsl" // grass of the heightmap terrain (opengl46_grass, grass.vert): the blades lit like the rest of the scene layout(location = 0) in vec3 f_normal; layout(location = 3) in vec4 f_pos; layout(location = 12) in vec3 f_albedo; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; #include "common.glsl" layout(location = 0) out vec4 out_color; #ifdef NO_MOTION_OUTPUT // a pass without the velocity target: the writes go nowhere vec4 out_motion; #else layout(location = 1) out vec4 out_motion; #endif #include "light_common.glsl" #include "apply_fog.glsl" #include "tonemapping.glsl" void main() { vec3 fragnormal = normalize(f_normal); glossiness = phong_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); } 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); } }