veloren/voxygen/shaders/terrain.vert

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GLSL
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#version 330 core
#include <globals.glsl>
in uint v_pos;
in uint v_col_norm;
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in uint v_light;
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layout (std140)
uniform u_locals {
vec3 model_offs;
};
out vec3 f_pos;
out vec3 f_norm;
out vec3 f_col;
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out float f_light;
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void main() {
f_pos = vec3(
float((v_pos >> 0) & 0x00FFu),
float((v_pos >> 8) & 0x00FFu),
float((v_pos >> 16) & 0xFFFFu)
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) + model_offs;
f_norm = vec3(
float((v_col_norm >> 0) & 0x3u),
float((v_col_norm >> 2) & 0x3u),
float((v_col_norm >> 4) & 0x3u)
) - 1.0;
f_col = vec3(
float((v_col_norm >> 8) & 0xFFu),
float((v_col_norm >> 16) & 0xFFu),
float((v_col_norm >> 24) & 0xFFu)
) / 255.0;
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f_light = float(v_light) / 4096.0;
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gl_Position =
proj_mat *
view_mat *
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vec4(f_pos, 1);
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}