1 in vec3 fragmentPosition;
2 in vec3 fragmentNormal;
3 in float fragmentTextureIndex;
4 in vec2 fragmentTextureCoords;
9 uniform float daylight;
10 uniform vec3 lightDir;
11 uniform vec3 cameraPos;
12 uniform sampler2D textures[MAX_TEXTURE_UNITS];
16 vec3 lightColor = vec3(1.0);
17 vec3 fogColor = mix(vec3(0x03, 0x0A, 0x1A), vec3(0x87, 0xCE, 0xEB), daylight) / vec3(0xFF);
19 float ambientStrength = mix(0.3, 0.7, daylight);
21 vec3 ambient = ambientStrength * lightColor;
22 vec3 diffuse = 0.3 * daylight * clamp(dot(normalize(fragmentNormal), normalize(lightDir)), 0.0, 1.0) * lightColor;
24 vec3 light = ambient + diffuse;
26 outColor = texture(textures[int(fragmentTextureIndex + 0.5)], fragmentTextureCoords) * vec4(fragmentColor, 1.0) * vec4(light, 1.0);
27 outColor.rgb = mix(outColor.rgb, ambientStrength * fogColor, clamp(length(fragmentPosition - cameraPos) / 255.0, 0.0, 1.0));
29 if (outColor.a == 0.0)