#version 420 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_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 #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 { vec3 model_offs; float load_time; ivec4 atlas_offs; }; // out vec4 shadowMapCoord; const int EXTRA_NEG_Z = 32768; void main() { #if (SHADOW_MODE == SHADOW_MODE_MAP) vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z)); vec3 f_pos = f_chunk_pos + (model_offs - focus_off.xyz); // f_pos = v_pos; // vec3 f_pos = f_chunk_pos + model_offs; // gl_Position = v_pos + vec4(model_offs, 0.0); 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); #endif }