#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/lights.fs" #include "../../lib/material.fs" #include "../../lib/standarduniform.fs" //foliage.fs layout (location = 0) out vec4 accum; layout (location = 1) out float reveal; in vec3 FragPos; in vec3 ViewFragPos; in vec3 Normal; in vec2 TexCoord; in vec4 FragPosLightSpace; in vec4 instanceColor; uniform dvec3 viewPos; uniform Material material; uniform mat4 view; /** The output */ out vec4 FragColor; // function prototypes float easeIn(float interpolator); float easeOut(float interpolator); void main(){ vec3 norm = normalize(Normal); vec3 viewDir = normalize(vec3(viewPos) - FragPos); //get color of base texture vec4 textureColor = texture(material.diffuse,TexCoord) * instanceColor; //the light level vec3 light = getTotalLight( material, TexCoord, vec3(viewPos.xyz), FragPosLightSpace, ViewFragPos, FragPos, norm, viewDir ); //calculate final color vec4 finalColor = textureColor.rgba * vec4(light,1.0); //calculate weight function float weight = clamp(pow(min(1.0, finalColor.a * 10.0) + 0.01, 3.0) * 1e3 * pow(1.0 - gl_FragCoord.z * 0.9, 3.0), 1e-2, 3e3); //emit colors accum = vec4(finalColor.rgb * finalColor.a, finalColor.a) * weight; // accum = finalColor * weight; reveal = finalColor.a; } float easeIn(float interpolator){ return interpolator * interpolator; } float easeOut(float interpolator){ return 1 - easeIn(1 - interpolator); }