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

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#version 330 core
#include <globals.glsl>
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#include <lod.glsl>
in uint v_pos_norm;
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in vec3 v_norm;
in uint v_col;
in uint v_ao_bone;
layout (std140)
uniform u_locals {
mat4 model_mat;
vec4 model_col;
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// bit 0 - is player
// bit 1-31 - unused
int flags;
};
struct BoneData {
mat4 bone_mat;
};
layout (std140)
uniform u_bones {
// Warning: might not actually be 16 elements long. Don't index out of bounds!
BoneData bones[16];
};
out vec3 f_pos;
out vec3 f_col;
out float f_ao;
flat out vec3 f_norm;
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// out float f_alt;
// out vec4 f_shadow;
void main() {
// Pre-calculate bone matrix
uint bone_idx = (v_ao_bone >> 2) & 0x3Fu;
mat4 combined_mat = model_mat * bones[bone_idx].bone_mat;
vec3 pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) - 128.0;
f_pos = (
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combined_mat *
vec4(pos, 1)).xyz;
f_col = srgb_to_linear(vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0);
f_ao = float(v_ao_bone & 0x3u) / 4.0;
// First 3 normals are negative, next 3 are positive
vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
vec3 norm = normals[(v_pos_norm >> 24) & 0x7u];
// Calculate normal here rather than for each pixel in the fragment shader
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f_norm = normalize((
combined_mat *
vec4(norm, 0.0)
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).xyz);
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// Also precalculate shadow texture and estimated terrain altitude.
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// f_alt = alt_at(f_pos.xy);
// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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gl_Position = all_mat * vec4(f_pos, 1);
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
}