#version 460 core #define STAGE_FRAGMENT 1 layout(location = 0) in vec3 f_normal; layout(location = 2) in vec2 f_coord; layout(location = 3) in vec4 f_pos; layout(location = 4) in vec4 f_clip_pos; layout(location = 5) in vec4 f_clip_future_pos; #include "common.glsl" #pragma param(diffuse, 1, 0, 1, diffuse) #pragma texture(diffuse, 0, sRGB_A) layout(binding = 0) uniform sampler2D diffuse; layout(location = 0) out vec4 out_color; layout(location = 1) out vec4 out_motion; #include "apply_fog.glsl" #include "tonemapping.glsl" vec3 apply_lights_clouds(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor) { if(lights_count == 0U) return fragcolor * texturecolor; vec3 light_dir = normalize(-lights[0].dir); vec3 view_dir = normalize(vec3(0.0) - f_pos.xyz); vec3 halfway_dir = normalize(light_dir + view_dir); float diffuse_v = max(dot(fragnormal, light_dir), 0.0); float diffuseamount = (diffuse_v * param[1].x) * lights[0].intensity; fragcolor += lights[0].color * diffuseamount; fragcolor *= texturecolor; return fragcolor; } void main() { vec4 tex_color = texture(diffuse, f_coord); tex_color.a = clamp(tex_color.a * 1.25, 0.0, 1.0); if(tex_color.a < 0.01) discard; vec3 fragcolor = param[0].rgb; vec3 fragnormal = normalize(f_normal); fragcolor = apply_lights_clouds(fragcolor, fragnormal, tex_color.rgb); vec4 color = vec4(apply_fog(fragcolor), tex_color.a); if (POSTFX_ENABLED) { out_color = color; } else { out_color = tonemap(color); } if (MOTIONBLUR_ENABLED) { out_motion = vec4(0.0f); } }