#version 410 core layout(location = 0) in vec3 vertexPosition; layout(location = 1) in vec2 vertexTexCoord; layout(location = 2) in vec3 vertexNormal; uniform mat4 modelViewProjectionMatrix; uniform mat4 modelMatrix; uniform vec3 cameraPos; out vec3 interpNormal; out vec2 interpTexCoord; out float visibility; const float density = 0.006; const float gradient = 2.0; void main() { gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0); interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz; interpTexCoord = vertexTexCoord; float distance = length(gl_Position); visibility = exp(-pow((distance*density),gradient)); visibility = clamp(visibility,0.0,1.0); }