#version 330 core #include in uint v_pos_norm; in uint v_col_light; layout (std140) uniform u_locals { vec3 model_offs; }; out vec3 f_pos; flat out vec3 f_norm; out vec3 f_col; out float f_light; // First 3 normals are negative, next 3 are positive vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) ); void main() { f_pos = vec3( float((v_pos_norm >> 0) & 0x00FFu), float((v_pos_norm >> 8) & 0x00FFu), float((v_pos_norm >> 16) & 0x1FFFu) ) + model_offs; // TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction. uint norm_axis = (v_pos_norm >> 30) & 0x3u; // Increase array access by 3 to access positive values uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u; // Use an array to avoid conditional branching f_norm = normals[norm_axis + norm_dir]; f_col = vec3( float((v_col_light >> 8) & 0xFFu), float((v_col_light >> 16) & 0xFFu), float((v_col_light >> 24) & 0xFFu) ) / 200.0; f_light = float(v_col_light & 0xFFu) / 255.0; gl_Position = proj_mat * view_mat * vec4(f_pos, 1); }