2019-05-12 09:10:13 +00:00
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layout (std140)
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uniform u_globals {
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mat4 view_mat;
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mat4 proj_mat;
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2020-01-21 12:57:59 +00:00
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mat4 all_mat;
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2019-05-12 09:10:13 +00:00
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vec4 cam_pos;
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vec4 focus_pos;
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vec4 view_distance;
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vec4 time_of_day;
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vec4 tick;
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vec4 screen_res;
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2019-09-25 12:00:00 +00:00
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uvec4 light_shadow_count;
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2020-05-17 03:59:00 +00:00
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vec4 shadow_proj_factors;
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2019-08-16 14:58:14 +00:00
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uvec4 medium;
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2019-09-26 10:43:03 +00:00
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ivec4 select_pos;
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2020-02-13 12:28:03 +00:00
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vec4 gamma;
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2020-04-07 22:50:01 +00:00
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// 0 - FirstPerson
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// 1 - ThirdPerson
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2020-04-04 19:36:55 +00:00
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uint cam_mode;
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2020-04-25 13:04:30 +00:00
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float sprite_render_distance;
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2019-05-12 09:10:13 +00:00
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};
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2020-04-07 22:50:01 +00:00
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// Specifies the pattern used in the player dithering
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mat4 threshold_matrix = mat4(
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vec4(1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0),
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vec4(13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0),
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vec4(4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0),
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vec4(16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0)
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);
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float distance_divider = 2;
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2020-04-25 13:04:30 +00:00
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float shadow_dithering = 0.5;
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