#version 330 core #include #define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR #if (FLUID_MODE == FLUID_MODE_CHEAP) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #elif (FLUID_MODE == FLUID_MODE_SHINY) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE #endif #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #include in vec3 v_pos; layout (std140) uniform u_locals { vec4 nul; }; out vec3 f_pos; void main() { /* vec3 v_pos = v_pos; v_pos.y = -v_pos.y; */ f_pos = v_pos; // TODO: Make this position-independent to avoid rounding error jittering gl_Position = /* proj_mat * view_mat * */ all_mat * /* proj_mat * view_mat * */ vec4(/*100000 * */v_pos + cam_pos.xyz, 1); // vec4(v_pos * (100000.0/* + 0.5*/) + cam_pos.xyz, 1); // gl_Position = vec4(gl_Position.xy, sign(gl_Position.z) * gl_Position.w, gl_Position.w); gl_Position.z = gl_Position.w; // gl_Position.z = gl_Position.w - 0.000001;//0.0; // gl_Position.z = 1.0; // gl_Position.z = -1.0; }