X-Git-Url: http://git.mutantstargoat.com?p=demo;a=blobdiff_plain;f=gl_shaders%2Fdefault.f.glsl;fp=gl_shaders%2Fdefault.f.glsl;h=0000000000000000000000000000000000000000;hp=fe78fbc7e030bc69baa74c3f3f51032effc5fe54;hb=0f6519c2606f2863d9c7ee8b9754b9f23df281ab;hpb=05d269a194496bcef85da78652b947f5bf1c9bcf diff --git a/gl_shaders/default.f.glsl b/gl_shaders/default.f.glsl deleted file mode 100644 index fe78fbc..0000000 --- a/gl_shaders/default.f.glsl +++ /dev/null @@ -1,39 +0,0 @@ -#version 450 - -#define SHADING_UNIFORMS 1 - -layout(binding = 0) uniform sampler2D tex; -layout(binding = 1) uniform samplerCube dstex; - -layout(std140, binding = SHADING_UNIFORMS) uniform fu { - vec4 diffuse; - vec4 specular; - float shininess; - float fog_density; -} s; - -const vec3 sky_color = vec3(0.35, 0.5, 0.65); -// const float fog_density = 0.005; - -/* varyings */ -layout(location = 4) in vec3 pos; -layout(location = 5) in vec2 tex_coord; -layout(location = 6) in vec3 world_normal; - -layout(location = 0) out vec4 color; - -void main() -{ - vec4 itexel = textureCube(dstex, normalize(world_normal)); - - float dist = -pos.z; - float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); - - vec4 texel = texture2D(tex, tex_coord); - - // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz; - vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; - - color.xyz = mix(sky_color, object_color, fog); - color.w = 1.0; -}