veloren/assets/voxygen/shaders/skybox-vert.glsl

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#version 330 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
#if (FLUID_MODE == FLUID_MODE_CHEAP)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE == FLUID_MODE_SHINY)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
#endif
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
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in vec3 v_pos;
layout (std140)
uniform u_locals {
vec4 nul;
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};
out vec3 f_pos;
void main() {
/* vec3 v_pos = v_pos;
v_pos.y = -v_pos.y; */
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f_pos = v_pos;
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// TODO: Make this position-independent to avoid rounding error jittering
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gl_Position =
/* proj_mat *
view_mat * */
all_mat *
/* proj_mat *
view_mat * */
vec4(/*100000 * */v_pos + cam_pos.xyz, 1);
// vec4(v_pos * (100000.0/* + 0.5*/) + cam_pos.xyz, 1);
// gl_Position = vec4(gl_Position.xy, sign(gl_Position.z) * gl_Position.w, gl_Position.w);
gl_Position.z = gl_Position.w;
// gl_Position.z = gl_Position.w - 0.000001;//0.0;
// gl_Position.z = 1.0;
// gl_Position.z = -1.0;
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}