diff --git a/voxygen/shaders/terrain.frag b/voxygen/shaders/terrain.frag index 2c9cdb6c44..4561529aa3 100644 --- a/voxygen/shaders/terrain.frag +++ b/voxygen/shaders/terrain.frag @@ -3,7 +3,7 @@ #include in vec3 f_pos; -in vec3 f_norm; +flat in uint f_pos_norm; in vec3 f_col; in float f_light; @@ -15,6 +15,18 @@ uniform u_locals { out vec4 tgt_color; void main() { + // Calculate normal from packed data + vec3 f_norm; + uint norm_axis = (f_pos_norm >> 30) & 0x3u; + float norm_dir = float((f_pos_norm >> 29) & 0x1u) * 2.0 - 1.0; + if (norm_axis == 0u) { + f_norm = vec3(1.0, 0.0, 0.0) * norm_dir; + } else if (norm_axis == 1u) { + f_norm = vec3(0.0, 1.0, 0.0) * norm_dir; + } else { + f_norm = vec3(0.0, 0.0, 1.0) * norm_dir; + } + float glob_ambience = 0.001; float sun_ambience = 0.9; diff --git a/voxygen/shaders/terrain.vert b/voxygen/shaders/terrain.vert index cbf11d2747..1a448dbba3 100644 --- a/voxygen/shaders/terrain.vert +++ b/voxygen/shaders/terrain.vert @@ -11,7 +11,7 @@ uniform u_locals { }; out vec3 f_pos; -out vec3 f_norm; +flat out uint f_pos_norm; out vec3 f_col; out float f_light; @@ -22,22 +22,14 @@ void main() { float((v_pos_norm >> 16) & 0x1FFFu) ) + model_offs; + f_pos_norm = v_pos_norm; + f_col = vec3( float((v_col_light >> 8) & 0xFFu), float((v_col_light >> 16) & 0xFFu), float((v_col_light >> 24) & 0xFFu) ) / 255.0; - uint norm_axis = (v_pos_norm >> 30) & 0x3u; - float norm_dir = float((v_pos_norm >> 29) & 0x1u) * 2.0 - 1.0; - if (norm_axis == 0u) { - f_norm = vec3(1.0, 0.0, 0.0) * norm_dir; - } else if (norm_axis == 1u) { - f_norm = vec3(0.0, 1.0, 0.0) * norm_dir; - } else { - f_norm = vec3(0.0, 0.0, 1.0) * norm_dir; - } - f_light = float(v_col_light & 0xFFu) / 255.0; gl_Position =