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maszyna/shaders/grass.frag

42 lines
930 B
GLSL

// 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 <common>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
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 = 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
}