#version 420 core #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #include #include #include #include layout(location = 0) in vec4 inst_mat0; layout(location = 1) in vec4 inst_mat1; layout(location = 2) in vec4 inst_mat2; layout(location = 3) in vec4 inst_mat3; // TODO: is there a better way to pack the various vertex attributes? // TODO: ori is unused layout(location = 4) in uint inst_pos_ori_door; layout(location = 5) in uint inst_vert_page; // NOTE: this could fit in less bits // TODO: do we need this many bits for light and glow? layout(location = 6) in float inst_light; layout(location = 7) in float inst_glow; layout(location = 8) in float model_wind_sway; // NOTE: this only varies per model layout(location = 9) in float model_z_scale; // NOTE: this only varies per model layout(set = 0, binding = 15) restrict readonly buffer sprite_verts { uvec2 verts[]; }; layout (std140, set = 3, binding = 0) uniform u_terrain_locals { mat4 model_mat; ivec4 atlas_offs; float load_time; }; // TODO: consider grouping into vec4's layout(location = 0) out vec3 f_pos; layout(location = 1) flat out vec3 f_norm; layout(location = 2) flat out float f_select; layout(location = 3) out vec2 f_uv_pos; layout(location = 4) out vec2 f_inst_light; const float SCALE = 1.0 / 11.0; const float SCALE_FACTOR = pow(SCALE, 1.3) * 0.2; const float EXTRA_NEG_Z = 32768.0; const float VERT_EXTRA_NEG_XY = 128.0; const float VERT_EXTRA_NEG_Z = 128.0; const uint VERT_PAGE_SIZE = 256; // vec4(vec3(position), distance) vec4 nearest_entity(in vec3 sprite_pos, const float entity_radius_factor) { vec4 closest = vec4(vec3(0), 65536); for (uint i = 0u; i < light_shadow_count.y; i ++) { // Only access the array once Shadow S = shadows[i]; vec3 shadow_pos = S.shadow_pos_radius.xyz - focus_off.xyz; float dist_sq = dot(sprite_pos - shadow_pos, sprite_pos - shadow_pos) - S.shadow_pos_radius.w * S.shadow_pos_radius.w * entity_radius_factor; if (dist_sq < closest.w) { closest = vec4(shadow_pos, dist_sq); } } closest.w = sqrt(max(closest.w, 0)); return closest; } float wind_wave(float off, float scaling, float speed, float strength) { float aspeed = abs(speed); // TODO: Right now, the wind model is pretty simplistic. This means that there is frequently no wind at all, which // looks bad. For now, we add a lower bound on the wind speed to keep things looking nice. strength = max(strength, 6.0); aspeed = max(aspeed, 5.0); return (sin(tick.x * 0.35 * scaling * floor(aspeed) + off) * (1.0 - fract(aspeed)) + sin(tick.x * 0.35 * scaling * ceil(aspeed) + off) * fract(aspeed)) * abs(strength) * 0.25; //return sin(tick.x * 1.5 * scaling + off) + sin(tick.x * 0.35 * scaling + off); } void main() { // Matrix to transform this sprite instance from model space to chunk space mat4 inst_mat; inst_mat[0] = inst_mat0; inst_mat[1] = inst_mat1; inst_mat[2] = inst_mat2; inst_mat[3] = inst_mat3;// + vec4(-14.5, -16.5, 0.0, 0.0); inst_mat = model_mat * inst_mat; // Worldpos of the chunk that this sprite is in vec3 chunk_offs = -focus_off.xyz; f_inst_light = vec2(inst_light, inst_glow); // Index of the vertex data in the 1D vertex texture int vertex_index = int(uint(gl_VertexIndex) % VERT_PAGE_SIZE + inst_vert_page * VERT_PAGE_SIZE); uvec2 pos_atlas_pos_norm_ao = verts[vertex_index]; uint v_pos_norm = pos_atlas_pos_norm_ao.x; uint v_atlas_pos = pos_atlas_pos_norm_ao.y; // Expand the model vertex position bits into float values vec3 v_pos = vec3( float(v_pos_norm & 0xFFu) - VERT_EXTRA_NEG_XY, float((v_pos_norm >> 8) & 0xFFu) - VERT_EXTRA_NEG_XY, float((v_pos_norm >> 16) & 0x0FFFu) - VERT_EXTRA_NEG_Z ); // Position of the sprite block in the chunk // Used for highlighting the selected sprite, and for opening doors vec3 sprite_pos = inst_mat[3].xyz + chunk_offs; float sprite_ori = (inst_pos_ori_door >> 29) & 0x7u; #ifndef EXPERIMENTAL_BAREMINIMUM if((inst_pos_ori_door & (1 << 28)) != 0) { const float MIN_OPEN_DIST = 0.2; const float MAX_OPEN_DIST = 1.5; float min_entity_dist = nearest_entity(sprite_pos, 1.0).w; if (min_entity_dist < MAX_OPEN_DIST) { float flip = sprite_ori <= 3 ? 1.0 : -1.0; float theta = mix(PI/2.0, 0, pow(max(0.0, min_entity_dist - MIN_OPEN_DIST) / (MAX_OPEN_DIST - MIN_OPEN_DIST), 1.0)); float costheta = cos(flip * theta); float sintheta = sin(flip * theta); mat3 rot_z = mat3( vec3(costheta, -sintheta, 0), vec3(sintheta, costheta, 0), vec3(0, 0, 1) ); vec3 delta = vec3(5.5, 0, 0); v_pos = (rot_z * (v_pos + delta)) - delta; } } #endif // Transform into chunk space and scale f_pos = (inst_mat * vec4(v_pos, 1.0)).xyz; // Transform info world space f_pos += chunk_offs; #ifndef EXPERIMENTAL_BAREMINIMUM #ifndef EXPERIMENTAL_NOTERRAINPOP // Terrain 'pop-in' effect f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); #endif #endif #ifdef EXPERIMENTAL_CURVEDWORLD f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); #endif #ifndef EXPERIMENTAL_BAREMINIMUM // Wind sway effect f_pos.xy += (wind_vel * 0.35 + vec2( wind_wave(f_pos.y * 0.1, 0.9, wind_vel.x, wind_vel.y), wind_wave(f_pos.x * 0.1, 1.1, wind_vel.y, wind_vel.x) )) * model_wind_sway //* mix(10.0, abs(v_pos.z), 1.0 / (1.0 + abs(v_pos.z) * 0.1)) * abs(v_pos.z) * model_z_scale * SCALE_FACTOR; if (model_wind_sway > 0.0) { vec2 center = sprite_pos.xy + 0.5; vec4 min_entity = nearest_entity(vec3(center, sprite_pos.z), 0.0); const float PUSH_FACTOR = 5; float push_dist = max(1.0 - min_entity.w, 0.0); f_pos.xy += normalize(center - min_entity.xy) * v_pos.z * model_z_scale * SCALE_FACTOR * PUSH_FACTOR * push_dist; } #endif // Determine normal // TODO: do changes here effect perf on vulkan // TODO: dx12 doesn't like dynamic index // TODO: use mix? // Shader@0x000001AABD89BEE0(112,43-53): error X4576: Input array signature parameter cannot be indexed dynamically. //vec3 norm = (inst_mat[(v_pos_norm >> 30u) & 3u].xyz); uint index = v_pos_norm >> 30u & 3u; vec3 norm; if (index == 0) { norm = (inst_mat[0].xyz); } else if (index == 1) { norm = (inst_mat[1].xyz); } else { norm = (inst_mat[2].xyz); } f_norm = normalize(mix(-norm, norm, v_pos_norm >> 29u & 1u)); // Expand atlas tex coords to floats // NOTE: Could defer to fragment shader if we are vert heavy f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu));; // Select glowing f_select = (select_pos.w > 0 && select_pos.xyz == sprite_pos) ? 1.0 : 0.0; gl_Position = all_mat * vec4(f_pos, 1); }