veloren/assets/voxygen/shaders/lod-terrain-vert.glsl

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#version 330 core
#include <globals.glsl>
#include <srgb.glsl>
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#include <lod.glsl>
in vec2 v_pos;
layout (std140)
uniform u_locals {
vec4 nul;
};
out vec3 f_pos;
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out vec3 f_norm;
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out vec2 v_pos_orig;
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// out vec4 f_square;
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// out vec4 f_shadow;
// out float f_light;
void main() {
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// Find distances between vertices.
f_pos = lod_pos(v_pos, focus_pos.xy);
vec2 dims = vec2(1.0 / view_distance.y);
vec4 f_square = focus_pos.xyxy + vec4(splay(v_pos - dims), splay(v_pos + dims));
f_norm = lod_norm(f_pos.xy, f_square);
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v_pos_orig = v_pos;
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// f_pos = lod_pos(focus_pos.xy + splay(v_pos) * /*1000000.0*/(1 << 20), square);
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// f_norm = lod_norm(f_pos.xy);
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// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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//f_pos.z -= 1.0 / pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0);
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// f_pos.z -= 100.0 * pow(1.0 + 0.01 / view_distance.x, -pow(distance(focus_pos.xy, f_pos.xy), 2.0));
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// f_pos.z = mix(-f_pos.z, f_pos.z, view_distance.x <= distance(focus_pos.xy, f_pos.xy) + 32.0);
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f_pos.z -= max(view_distance.x - distance(focus_pos.xy, f_pos.xy), 0.0) * (1.0 + max(0.0, f_pos.z - focus_pos.z));
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// f_light = 1.0;
gl_Position =
proj_mat *
view_mat *
vec4(f_pos, 1);
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
}