2024-07-22 07:48:42 +00:00
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#version 330 core
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uniform vec3 u_campos;
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in vec3 v_position;
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in vec3 v_normal;
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in vec2 v_texcoord;
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layout (location=0) out vec4 v_output;
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uniform sampler2D u_texture;
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float get_fog_factor(float d)
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{
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const float FogMax = 10.0;
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const float FogMin = 0.0;
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if (d >= FogMax) return 1.0;
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if (d <= FogMin) return 0.0;
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return 1 - (FogMax - d) / (FogMax - FogMin);
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}
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struct Light
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{
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vec3 position;
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vec3 diffuse;
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};
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float lambert(vec3 n, vec3 l)
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{
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vec3 nrmn = normalize(n);
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vec3 nrml = normalize(l);
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float res = dot(nrmn, nrml);
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return max(res, 0.0);
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}
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float dist(vec2 p0, vec2 pf){return sqrt((pf.x-p0.x)*(pf.x-p0.x)+(pf.y-p0.y)*(pf.y-p0.y));}
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void main()
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{
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Light light;
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light.position = vec3(0.0, 0.0, 0.0);
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light.diffuse = vec3(1.0, 1.0, 1.0);
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vec2 tc = v_texcoord;
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tc.x = (v_texcoord.x)+u_campos.x/1000.0; //mod(u_campos.x/1024.0, 10.0);
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tc.y = (v_texcoord.y)+u_campos.z/1000.0; //mod(u_campos.z/1024.0, 10.0);
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2024-07-24 08:17:46 +00:00
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tc.x *= 1000.0;
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tc.y *= 1000.0;
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2024-07-22 07:48:42 +00:00
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vec4 tex = texture(u_texture, tc);
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vec3 norm = normalize(v_normal);
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vec3 res = light.diffuse * lambert(norm, light.position);
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float a = dist(v_position.xy, vec2(0.0, 0.0)) * 2.0f;
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v_output = vec4(tex.rgb, tex.a - a);
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}
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