#version 430 core #include #define FIGURE_SHADER #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 layout(location = 0) in vec3 v_pos; layout(location = 1) in vec3 v_norm; layout (std140, set = 2, binding = 0) uniform u_locals { vec4 pos_a; vec4 pos_b; float rope_length; }; layout(location = 0) out vec3 f_pos; layout(location = 1) out vec3 f_norm; layout(location = 2) out vec3 m_pos; void main() { m_pos = v_pos; vec3 rz = normalize(pos_b.xyz - pos_a.xyz); vec3 rx = normalize(cross(vec3(0, 0, 1), rz)); vec3 ry = normalize(cross(rz, rx)); float dist = distance(pos_a.xyz, pos_b.xyz); vec3 pos = pos_a.xyz + (rx * v_pos.x + ry * v_pos.y) * 0.1 + rz * v_pos.z * dist; vec2 ideal_wind_sway = wind_vel * vec2( wind_wave(pos.y * 1.5, 1.9, wind_vel.x, wind_vel.y), wind_wave(pos.x * 1.5, 2.1, wind_vel.y, wind_vel.x) ); float dip = (1 - pow(abs(v_pos.z - 0.5) * 2.0, 2)) * max(rope_length - dist, 0.0); pos += vec3(ideal_wind_sway * min(pow(dip, 2), 0.005), -0.5 * dip); f_pos = pos + focus_pos.xyz; #ifdef EXPERIMENTAL_CURVEDWORLD f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); #endif f_norm = rx * v_norm.x + ry * v_norm.y + rz * v_norm.z; gl_Position = all_mat * vec4(f_pos, 1); }