#version 330 core #include #include in uint v_pos_norm; in uint v_col_light; layout (std140) uniform u_locals { vec3 model_offs; float load_time; }; out vec3 f_pos; flat out uint f_pos_norm; flat out vec3 f_norm; out vec3 f_col; out float f_light; const float EXTRA_NEG_Z = 65536.0; void main() { f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - vec3(0, 0, EXTRA_NEG_Z) + model_offs; f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); // Small waves f_pos.xy += 0.01; // Avoid z-fighting f_pos.z -= 0.1 + 0.1 * (sin(tick.x * 2.0 + f_pos.x * 2.0 + f_pos.y * 2.0) + 1.0) * 0.5; f_col = vec3( float((v_col_light >> 8) & 0xFFu), float((v_col_light >> 16) & 0xFFu), float((v_col_light >> 24) & 0xFFu) ) / 255.0; f_light = float(v_col_light & 0xFFu) / 255.0; f_pos_norm = v_pos_norm; gl_Position = all_mat * vec4(f_pos, 1); gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }