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#version 130
in vec3 position;
in vec2 textureCoordinates;
in float baseLightingValue;
in float layer;
out vec2 pass_textureCoordinates;
out float pass_baseLightingValue;
out float pass_layer;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 playerPosition;
uniform int renderDistance;
const float density = 0.5;
const float gradient = 1.5;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position,1.0);
gl_Position = projectionMatrix * viewMatrix * worldPosition;
pass_textureCoordinates = textureCoordinates;
pass_layer = layer;
pass_baseLightingValue = baseLightingValue;
float distance = sqrt(pow(worldPosition.x - playerPosition.x, 2)+ pow(worldPosition.z - playerPosition.z,2));
visibility = 1;
if(distance / 16 > renderDistance-2){
visibility = 1-(distance - (16*(renderDistance-2)))/16.0;
}
visibility = clamp(visibility,0.0,1.0);
}
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