#version 430 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_LOW) #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 #define HAS_SHADOW_MAPS // Currently, we only need globals for focus_off. #include // For shadow locals. // #include layout (std140, set = 0, binding = 9) uniform u_light_shadows { mat4 shadowMatrices; mat4 texture_mat; }; /* 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; // in uint v_col_light; // in vec4 v_pos; // layout(location = 1) in uint v_atlas_pos; // Light projection matrices. layout (std140, set = 1, binding = 0) uniform u_locals { mat4 model_mat; ivec4 atlas_offs; float load_time; }; // out vec4 shadowMapCoord; const float EXTRA_NEG_Z = 32768.0; 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 = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz; // f_pos = v_pos; gl_Position = /*all_mat * */shadowMatrices * vec4(f_pos/*, 1.0*/, /*float(((f_pos_norm >> 29) & 0x7u) ^ 0x1)*//*uintBitsToFloat(v_pos_norm)*/1.0); // gl_Position.z = -gl_Position.z; // gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w)); // shadowMapCoord = lights[gl_InstanceID].light_pos * gl_Vertex; // vec4(v_pos, 0.0, 1.0); }