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[dragonblocks_alpha.git] / shaders / 3d / entity / fragment.glsl
1 in vec3 fragmentPosition;
2 in vec3 fragmentNormal;
3 in vec3 fragmentTextureCoordinates;
4 in float fragmentLight;
5
6 out vec4 outColor;
7
8 uniform vec3 fogColor;
9 uniform vec3 cameraPos;
10 uniform samplerCube texture0;
11
12 void main()
13 {
14         outColor = texture(texture0, fragmentTextureCoordinates) * vec4(vec3(fragmentLight), 1.0);
15         outColor.rgb = mix(outColor.rgb, fogColor, clamp(length(fragmentPosition - cameraPos) / VIEW_DISTANCE, 0.0, 1.0));
16
17         if (outColor.a == 0.0)
18                 discard;
19 }