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maszyna/shaders/ogl46/grass.frag

44 lines
1.1 KiB
GLSL

#version 460 core
#define STAGE_FRAGMENT 1
// 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;
layout(location = 1) out vec4 out_motion;
#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);
}
}