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48 lines
814 B
GLSL
48 lines
814 B
GLSL
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#version 450 core
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#extension GL_ARB_shading_language_include : require
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#include "../../lib/standarduniform.fs"
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#include "../../lib/math.fs"
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/**
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transparency
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*/
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#define SMALL_EPSILON 0.001
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#define EASING_POWER 5
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in vec3 FragPos;
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in vec3 Normal;
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uniform vec3 viewPos;
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//light depth map
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uniform sampler2D shadowMap;
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out vec4 FragColor;
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void main(){
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//grab light intensity
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vec3 norm = normalize(Normal);
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//colors for different times of day
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vec3 color1 = vec3(0,0,0);
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vec3 color2= vec3(0.68,0.93,0.93);
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//calculate color
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float timeOfDay = standardUniforms.timeOfDay;
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vec3 skyColor = mix(
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color1,
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color2,
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abs((0.5 - timeOfDay)) * 2
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);
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//calculate final color
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vec3 finalColor = skyColor;//norm.rgb;
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FragColor = vec4(finalColor, 1);
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}
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