#version 450 core #extension GL_ARB_shading_language_include : require #include "../../lib/lights.fs" #include "../../lib/material.fs" #include "../../lib/standarduniform.fs" //foliage.fs /** * Transparency of the foliage */ #define FOLIAGE_TRANSPARENCY 1.0 in vec3 FragPos; in vec3 ViewFragPos; in vec3 Normal; in vec2 TexCoord; in vec4 FragPosLightSpace; in vec3 normalRot1; in vec3 normalRot2; uniform dvec3 viewPos; uniform Material material; //texture stuff uniform vec3 baseColor; uniform vec3 tipColor; /** The output */ out vec4 FragColor; // function prototypes float easeIn(float interpolator); float easeOut(float interpolator); void main(){ //basic vars float heightPercent = TexCoord.y; //calculate color vec3 textureColor = mix(baseColor,tipColor,easeIn(heightPercent)); //mix normals float normalMix = TexCoord.x; float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing)); vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier); // vec3 norm = normalize(Normal * normalMultiplier); vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(norm)); // Calculate the light to apply vec3 light = getTotalLight( material, textureColor, vec3(viewPos.xyz), FragPosLightSpace, ViewFragPos, FragPos, norm, viewDir ); //calculate final color vec3 finalColor = light; //this final calculation is for transparency FragColor = vec4(finalColor, FOLIAGE_TRANSPARENCY); } float easeIn(float interpolator){ return interpolator * interpolator; } float easeOut(float interpolator){ return 1 - easeIn(1 - interpolator); }