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+#version 330 core
+
+// All in object space
+layout (location = 0) in vec3 pos;
+layout (location = 1) in vec3 norm;
+layout (location = 2) in vec2 uv;
+layout (location = 3) in vec3 color;
+
+uniform mat4 model, view, projection;
+uniform vec3 worldSpace_camPos;
+
+out vec3 worldSpace_pos;
+out vec3 worldSpace_norm;
+out vec2 tex_coord;
+out vec3 vertColor;
+out float visibility;
+
+// fog
+const float density = .01f;
+const float gradient = 4.f;
+
+// REFLECTION/REFRACTION
+uniform vec4 plane; // horizontal plane
+
+void main() {
+ worldSpace_pos = vec3(view*model*vec4(pos, 1.0));
+ worldSpace_norm = vec3(transpose(inverse(model))*vec4(norm, 0.0));
+
+ vec4 positionRelationToCam = view * vec4(pos, 1.f);
+ float distance = length(positionRelationToCam.xyz);
+ visibility = exp(-pow((distance*density), gradient));
+ visibility = clamp(visibility, 0.f, 1.f);
+
+ // gl_ClipDistance[0]=dot(vec4(worldSpace_pos, 1.f), plane);
+
+
+ tex_coord = uv;
+ vertColor = color;
+
+ gl_Position = projection*view*model*vec4(pos, 1.0);
+}