veloren/assets/voxygen/shaders/rain-occlusion-figure-vert.glsl

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#version 430 core
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// #extension ARB_texture_storage : enable
#define FIGURE_SHADER
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#if (FLUID_MODE == FLUID_MODE_LOW)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
#endif
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#define HAS_SHADOW_MAPS
// Currently, we only need globals for focus_off.
#include <globals.glsl>
// For shadow locals.
// #include <shadows.glsl>
layout (std140, set = 0, binding = 14)
uniform u_rain_occlusion {
mat4 rainOcclusionMatrices;
mat4 texture_mat;
mat4 rain_dir_mat;
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float integrated_rain_vel;
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float rain_density;
vec2 occlusion_dummy; // Fix alignment.
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};
/* Accurate packed shadow maps for many lights at once!
*
* Ideally, we would just write to a bitmask...
*
* */
layout(location = 0) in uint v_pos_norm;
layout(location = 1) in uint v_atlas_pos;
// in uint v_col_light;
// in vec4 v_pos;
layout (std140, set = 1, binding = 0)
uniform u_locals {
mat4 model_mat;
vec4 highlight_col;
vec4 model_light;
vec4 model_glow;
ivec4 atlas_offs;
vec3 model_pos;
// bit 0 - is player
// bit 1-31 - unused
int flags;
};
struct BoneData {
mat4 bone_mat;
mat4 normals_mat;
};
layout (std140, set = 1, binding = 1)
uniform u_bones {
// Warning: might not actually be 16 elements long. Don't index out of bounds!
BoneData bones[16];
};
// out vec4 shadowMapCoord;
void main() {
uint bone_idx = (v_pos_norm >> 27) & 0xFu;
vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0;
vec3 f_pos = (
bones[bone_idx].bone_mat *
vec4(pos, 1.0)
).xyz + (model_pos - focus_off.xyz/* + vec3(0.0, 0.0, 0.0001)*/);
gl_Position = rainOcclusionMatrices * vec4(f_pos, 1.0);
}