#version 420 core #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #include #include #include #include layout(location = 0) in vec3 v_pos; layout(location = 1) in vec3 v_norm; layout(location = 2) in vec3 v_col; layout(location = 3) in vec3 inst_pos; layout(location = 4) in uvec3 inst_col; layout(location = 5) in uint inst_flags; layout(location = 0) out vec3 f_pos; layout(location = 1) out vec3 f_norm; layout(location = 2) out vec4 f_col; layout(location = 3) out vec3 model_pos; layout(location = 4) flat out uint f_flags; void main() { vec3 obj_pos = inst_pos - focus_off.xyz; f_pos = obj_pos + v_pos; model_pos = v_pos; float pull_down = 1.0 / pow(distance(focus_pos.xy, obj_pos.xy) / (view_distance.x * 0.95), 150.0); #ifndef EXPERIMENTAL_NOTERRAINPOP f_pos.z -= pull_down; #else f_pos.z -= step(0.1, pull_down) * 10000.0; #endif #ifdef EXPERIMENTAL_CURVEDWORLD f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); #endif f_norm = v_norm; f_col = vec4(vec3(inst_col) * (1.0 / 255.0) * v_col * (hash(inst_pos.xyxy) * 0.35 + 0.65), 1.0); f_flags = inst_flags; gl_Position = all_mat * vec4(f_pos, 1); }