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

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#version 330 core
#include <globals.glsl>
#include <srgb.glsl>
in vec3 v_pos;
in vec3 v_norm;
in vec3 v_col;
in vec4 inst_mat0;
in vec4 inst_mat1;
in vec4 inst_mat2;
in vec4 inst_mat3;
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in vec3 inst_col;
in float inst_wind_sway;
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out vec3 f_pos;
flat out vec3 f_norm;
out vec3 f_col;
out float f_light;
const float SCALE = 1.0 / 11.0;
void main() {
mat4 inst_mat;
inst_mat[0] = inst_mat0;
inst_mat[1] = inst_mat1;
inst_mat[2] = inst_mat2;
inst_mat[3] = inst_mat3;
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vec3 sprite_pos = (inst_mat * vec4(0, 0, 0, 1)).xyz;
f_pos = (inst_mat * vec4(v_pos * SCALE, 1)).xyz;
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f_pos.z -= min(32.0, pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0));
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// Wind waving
f_pos += inst_wind_sway * vec3(
sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35),
sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25),
0.0
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) * pow(abs(v_pos.z) * SCALE, 1.3) * 0.2;
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f_norm = (inst_mat * vec4(v_norm, 0)).xyz;
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f_col = srgb_to_linear(v_col) * srgb_to_linear(inst_col);
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// Select glowing
if (select_pos.w > 0 && select_pos.xyz == floor(sprite_pos)) {
f_col *= 4.0;
}
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f_light = 1.0;
gl_Position =
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all_mat *
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vec4(f_pos, 1);
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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}