#version 330 core #include #include in vec3 v_pos; in uint v_col; in uint v_norm_ao; in vec4 inst_mat0; in vec4 inst_mat1; in vec4 inst_mat2; in vec4 inst_mat3; in vec3 inst_col; in float inst_wind_sway; out vec3 f_pos; flat out vec3 f_norm; out vec3 f_col; out float f_ao; out float f_light; const float SCALE = 1.0 / 11.0; void main() { mat4 inst_mat; inst_mat[0] = inst_mat0; inst_mat[1] = inst_mat1; inst_mat[2] = inst_mat2; inst_mat[3] = inst_mat3; vec3 sprite_pos = (inst_mat * vec4(0, 0, 0, 1)).xyz; f_pos = (inst_mat * vec4(v_pos * SCALE, 1)).xyz; f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); // Wind waving f_pos += inst_wind_sway * vec3( sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35), sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25), 0.0 ) * pow(abs(v_pos.z) * SCALE, 1.3) * 0.2; // First 3 normals are negative, next 3 are positive vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1)); f_norm = (inst_mat * vec4(normals[(v_norm_ao >> 0) & 0x7u], 0)).xyz; vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0; f_col = srgb_to_linear(col) * srgb_to_linear(inst_col); f_ao = float((v_norm_ao >> 3) & 0x3u) / 4.0; // Select glowing if (select_pos.w > 0 && select_pos.xyz == floor(sprite_pos)) { f_col *= 4.0; } f_light = 1.0; gl_Position = all_mat * vec4(f_pos, 1); gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }