semi-transparent water rendering (TODO)
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36
internal/asset/shader/world/geometry.vert
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36
internal/asset/shader/world/geometry.vert
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#version 330
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 lightspace;
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uniform vec3 viewPos;
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layout (location = 0) in vec3 vert;
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layout (location = 1) in vec3 normal;
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layout (location = 2) in vec2 vertTexCoord;
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layout (location = 3) in float light;
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out vec3 fragPosWorld;
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out float fragPosLightspaceZ;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out float fragLight;
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void main() {
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fragTexCoord = vertTexCoord;
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fragNormal = normalize(normal);
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fragLight = light;
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gl_Position = projection * view * model * vec4(vert, 1);
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vec4 pos4 = model * vec4(vert, 1);
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fragPosWorld = pos4.xyz / pos4.w;
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vec4 fragPosLightspace = lightspace * vec4(fragPosWorld, 1.0f);
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fragPosLightspaceZ = fragPosLightspace.z / fragPosLightspace.w *0.5f + 0.5f;
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fragPosWorld -= viewPos;
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}
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