group_bot/assets/voxygen/shaders/player-shadow-frag.glsl
2024-06-13 19:16:24 -04:00

68 lines
1.4 KiB
GLSL

#version 330 core
#define FIGURE_SHADER
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
in vec3 f_pos;
in vec3 f_col;
flat in vec3 f_norm;
in float f_ao;
// in float f_alt;
// in vec4 f_shadow;
layout (std140)
uniform u_locals {
mat4 model_mat;
vec4 highlight_col;
vec4 model_light;
vec4 model_glow;
ivec4 atlas_offs;
vec3 model_pos;
int flags;
};
struct BoneData {
mat4 bone_mat;
mat4 normals_mat;
};
layout (std140)
uniform u_bones {
BoneData bones[16];
};
#include <sky.glsl>
#include <light.glsl>
#include <srgb.glsl>
out vec4 tgt_color;
void main() {
// float distance = distance(vec3(cam_pos), focus_pos.xyz) - 2;
// float opacity = clamp(distance / distance_divider, 0, 1);
// if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > opacity) {
// discard;
// }
// if(threshold_matrix[int(gl_FragCoord.x) % 4][int(gl_FragCoord.y) % 4] > shadow_dithering) {
// discard;
// }
tgt_color = vec4(0.0,0.0,0.0, 1.0);
}