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

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#version 330 core
#include <globals.glsl>
#include <srgb.glsl>
in uint v_pos_norm;
in uint v_col_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
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float load_time;
};
out vec3 f_pos;
flat out uint f_pos_norm;
flat out vec3 f_norm;
out vec3 f_col;
out float f_light;
void main() {
f_pos = vec3(
float((v_pos_norm >> 0) & 0x00FFu),
float((v_pos_norm >> 8) & 0x00FFu),
float((v_pos_norm >> 16) & 0x1FFFu)
) + model_offs;
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f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0);
f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0);
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// Small waves
f_pos.xy += 0.01; // Avoid z-fighting
f_pos.z -= 0.1 * (sin(tick.x * 2.0 + f_pos.x * 2.0 + f_pos.y * 2.0) + 1.0) * 0.5 - 0.1;
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f_col = vec3(
float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu)
) / 255.0;
f_light = float(v_col_light & 0xFFu) / 255.0;
f_pos_norm = v_pos_norm;
f_pos.z -= 0.2;
gl_Position =
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all_mat *
vec4(f_pos, 1);
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
}