player added
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@@ -2,12 +2,24 @@
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out vec4 FragColor;
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in vec2 fragUV;
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in vec3 fragPos;
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in float lighting;
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uniform sampler2D uTexture;
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uniform vec3 cameraPosition;
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void main()
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{
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vec4 texColor = texture(uTexture, fragUV);
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FragColor = vec4(texColor.rgb * lighting, texColor.a);
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float fogEnd = 512;
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float fogStart = 32;
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float dist = length(cameraPosition - fragPos);
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float fogFactor = (fogEnd - dist) / (fogEnd - fogStart);
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fogFactor = clamp(fogFactor, 0, 1);
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vec4 fogColor = vec4(0.8,0.8,0.8,1);
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vec4 texColor = texture(uTexture, fragUV) * lighting;
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vec4 color = mix(fogColor, texColor, fogFactor);
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FragColor = vec4(color.rgb, texColor.a);
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}
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@@ -20,6 +20,7 @@ uniform int chunkY;
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out vec2 fragUV;
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out float lighting;
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out vec3 fragPos;
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const float lightMult[6] = float[6](0.6, 0.6, 1.0, 0.5, 0.8, 0.8);
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@@ -111,5 +112,6 @@ void main()
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fragUV = uv;
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lighting = lightMult[facing];
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fragPos = vec3(worldPos.x, worldPos.y, worldPos.z);
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gl_Position = projection * view * worldPos;
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}
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