#version 420 core // #extension ARB_texture_storage : enable #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #if (FLUID_MODE == FLUID_MODE_CHEAP) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #elif (FLUID_MODE >= FLUID_MODE_MEDIUM) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE #endif #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN // Currently, we only need globals for focus_off. #include /* Accurate packed shadow maps for many lights at once! * * Ideally, we would just write to a bitmask... * * */ layout(location = 0) in uint v_pos_norm; // layout(location = 1) in uint v_atlas_pos; // in uint v_col_light; // in vec4 v_pos; // Light projection matrices. layout (std140, set = 1, binding = 0) uniform u_locals { vec3 model_offs; float load_time; ivec4 atlas_offs; }; // out vec4 shadowMapCoord; const float EXTRA_NEG_Z = 32768.0; layout( push_constant ) uniform PointLightMatrix { mat4 lightShadowMatrix; }; void main() { vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z); vec3 f_pos = f_chunk_pos + model_offs - focus_off.xyz; // f_pos = v_pos; // vec3 f_pos = f_chunk_pos + model_offs; // gl_Position = v_pos + vec4(model_offs, 0.0); // gl_Position = /*all_mat * */vec4(f_pos/*, 1.0*/, /*float(((f_pos_norm >> 29) & 0x7u) ^ 0x1)*//*uintBitsToFloat(v_pos_norm)*/1.0); // shadowMapCoord = lights[gl_InstanceID].light_pos * gl_Vertex; // vec4(v_pos, 0.0, 1.0); gl_Position = lightShadowMatrix * vec4(f_pos, 1.0); }