2019-01-11 23:18:34 +00:00
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#version 330 core
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2019-05-12 09:10:13 +00:00
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#include <globals.glsl>
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2020-04-12 22:29:59 +00:00
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#include <lod.glsl>
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2019-05-12 09:10:13 +00:00
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2019-01-11 23:18:34 +00:00
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in vec3 v_pos;
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in vec3 v_norm;
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2019-01-11 23:18:34 +00:00
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in vec3 v_col;
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2020-04-17 20:58:36 +00:00
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in float v_ao;
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2019-01-13 20:53:55 +00:00
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in uint v_bone_idx;
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2019-01-11 23:18:34 +00:00
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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2020-04-04 19:36:55 +00:00
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// bit 0 - is player
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// bit 1-31 - unused
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int flags;
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2019-01-11 23:18:34 +00:00
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};
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struct BoneData {
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mat4 bone_mat;
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};
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layout (std140)
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uniform u_bones {
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BoneData bones[16];
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};
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2019-01-11 23:18:34 +00:00
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out vec3 f_pos;
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out vec3 f_col;
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out float f_ao;
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flat out vec3 f_norm;
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out float f_alt;
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out vec4 f_shadow;
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void main() {
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// Pre-calculate bone matrix
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mat4 combined_mat = model_mat * bones[v_bone_idx].bone_mat;
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f_pos = (
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combined_mat *
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vec4(v_pos, 1)).xyz;
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2020-04-21 16:25:19 +00:00
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f_col = srgb_to_linear(v_col);
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2019-08-03 09:55:45 +00:00
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2020-04-17 20:58:36 +00:00
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f_ao = v_ao;
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2019-08-03 09:55:45 +00:00
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// Calculate normal here rather than for each pixel in the fragment shader
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2019-09-24 06:42:09 +00:00
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f_norm = normalize((
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combined_mat *
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vec4(v_norm, 0.0)
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).xyz);
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2020-04-12 22:29:59 +00:00
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// Also precalculate shadow texture and estimated terrain altitude.
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f_alt = alt_at(f_pos.xy);
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2020-04-24 14:12:20 +00:00
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f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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2020-01-21 12:57:59 +00:00
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gl_Position = all_mat * 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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2019-01-11 23:18:34 +00:00
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}
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