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

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2023-06-06 14:27:52 +00:00
#version 420 core
#include <constants.glsl>
#define FIGURE_SHADER
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
layout(location = 0) in vec3 v_pos;
layout(location = 1) in vec3 v_norm;
layout (std140, set = 2, binding = 0)
uniform u_locals {
vec4 pos_a;
vec4 pos_b;
};
layout(location = 0) out vec3 f_pos;
layout(location = 1) out vec3 f_norm;
void main() {
vec3 pos = pos_a.xyz + v_pos * vec3(1, 1, 5);
f_pos = pos + focus_pos.xyz;
#ifdef EXPERIMENTAL_CURVEDWORLD
f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2);
#endif
f_norm = v_norm;
gl_Position = all_mat * vec4(f_pos, 1);
}