31 lines
693 B
GLSL
31 lines
693 B
GLSL
#version 410 core
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec2 vertexTexCoord;
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layout(location = 2) in vec3 vertexNormal;
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uniform mat4 modelViewProjectionMatrix;
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uniform mat4 modelMatrix;
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uniform vec3 cameraPos;
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out vec3 interpNormal;
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out vec2 interpTexCoord;
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out float visibility;
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const float density = 0.0050;
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const float gradient = 2.0;
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void main()
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{
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
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interpTexCoord = vertexTexCoord;
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float distance = length(gl_Position);
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visibility = exp(-pow((distance*density),gradient));
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visibility = clamp(visibility,0.0,1.0);
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}
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