semi-transparent water rendering (TODO)
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26
internal/asset/shader/world/geometry.frag
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26
internal/asset/shader/world/geometry.frag
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#version 330
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uniform sampler2D tex;
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in vec3 fragPosWorld;
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in float fragPosLightspaceZ;
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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in float fragLight;
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layout (location = 0) out vec4 outputPosition;
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layout (location = 1) out vec4 outputNormal;
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layout (location = 2) out vec4 outputColor;
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const float gamma = 2.2;
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void main() {
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outputPosition.xyz = fragPosWorld;
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outputPosition.w = fragPosLightspaceZ;
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outputNormal.xyz = fragNormal;
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outputColor = texture(tex, fragTexCoord);
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outputColor = vec4(pow(outputColor.rgb, vec3(gamma)), outputColor.a);
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}
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