#version 330 core #include #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; out vec3 f_chunk_pos; flat out uint f_pos_norm; out float f_alt; out vec4 f_shadow; out vec3 f_col; out float f_light; out float f_ao; const int EXTRA_NEG_Z = 65536; void main() { f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - ivec3(0, 0, EXTRA_NEG_Z)); f_pos = f_chunk_pos + 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 -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0; f_light = float(v_col_light & 0x3Fu) / 64.0; f_ao = float((v_col_light >> 6u) & 3u) / 4.0; f_pos_norm = v_pos_norm; // Also precalculate shadow texture and estimated terrain altitude. f_alt = alt_at(f_pos.xy); f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy)); gl_Position = all_mat * vec4(f_pos, 1); gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }