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Deferred normal unpacking to the terrain fragment shader
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06201c7353
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@ -3,7 +3,7 @@
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#include <globals.glsl>
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in vec3 f_pos;
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in vec3 f_norm;
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flat in uint f_pos_norm;
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in vec3 f_col;
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in float f_light;
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@ -15,6 +15,18 @@ uniform u_locals {
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out vec4 tgt_color;
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void main() {
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// Calculate normal from packed data
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vec3 f_norm;
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uint norm_axis = (f_pos_norm >> 30) & 0x3u;
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float norm_dir = float((f_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
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if (norm_axis == 0u) {
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f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
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} else if (norm_axis == 1u) {
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f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
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} else {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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float glob_ambience = 0.001;
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float sun_ambience = 0.9;
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@ -11,7 +11,7 @@ uniform u_locals {
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};
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out vec3 f_pos;
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out vec3 f_norm;
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flat out uint f_pos_norm;
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out vec3 f_col;
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out float f_light;
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@ -22,22 +22,14 @@ void main() {
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float((v_pos_norm >> 16) & 0x1FFFu)
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) + model_offs;
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f_pos_norm = v_pos_norm;
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f_col = vec3(
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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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) / 255.0;
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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float norm_dir = float((v_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
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if (norm_axis == 0u) {
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f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
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} else if (norm_axis == 1u) {
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f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
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} else {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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f_light = float(v_col_light & 0xFFu) / 255.0;
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gl_Position =
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