2019-08-06 02:50:49 +00:00
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#version 330 core
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#include <globals.glsl>
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2019-10-16 11:39:41 +00:00
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#include <srgb.glsl>
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2019-08-06 02:50:49 +00:00
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in uint v_pos_norm;
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in uint v_col_light;
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layout (std140)
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uniform u_locals {
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vec3 model_offs;
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2019-09-24 15:43:51 +00:00
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float load_time;
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2019-08-06 02:50:49 +00:00
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};
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out vec3 f_pos;
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2019-10-16 14:05:45 +00:00
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flat out uint f_pos_norm;
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2019-08-06 02:50:49 +00:00
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flat out vec3 f_norm;
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out vec3 f_col;
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out float f_light;
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void main() {
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f_pos = vec3(
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2019-08-14 21:28:37 +00:00
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float((v_pos_norm >> 0) & 0x00FFu),
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float((v_pos_norm >> 8) & 0x00FFu),
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float((v_pos_norm >> 16) & 0x1FFFu)
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2019-08-06 02:50:49 +00:00
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) + model_offs;
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2020-01-19 18:39:20 +00:00
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f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0);
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2019-11-20 10:38:11 +00:00
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f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0);
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2019-08-06 02:50:49 +00:00
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2020-03-27 15:13:36 +00:00
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// Small waves
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2020-03-29 19:48:51 +00:00
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f_pos.xy += 0.01; // Avoid z-fighting
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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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2020-03-27 15:13:36 +00:00
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2019-10-16 14:05:45 +00:00
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f_col = vec3(
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2019-08-14 21:28:37 +00:00
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float((v_col_light >> 8) & 0xFFu),
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float((v_col_light >> 16) & 0xFFu),
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float((v_col_light >> 24) & 0xFFu)
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2019-10-16 14:05:45 +00:00
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) / 255.0;
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2019-08-06 02:50:49 +00:00
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f_light = float(v_col_light & 0xFFu) / 255.0;
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2019-10-16 14:05:45 +00:00
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f_pos_norm = v_pos_norm;
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2020-03-27 23:06:23 +00:00
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f_pos.z -= 0.2;
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2019-08-06 02:50:49 +00:00
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gl_Position =
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2020-01-21 12:57:59 +00:00
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all_mat *
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2019-08-14 21:28:37 +00:00
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vec4(f_pos, 1);
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2020-01-27 14:27:36 +00:00
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gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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2019-08-14 21:28:37 +00:00
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}
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