#version 420 core #include #define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION) #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR #if (FLUID_MODE == FLUID_MODE_LOW) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE #elif (FLUID_MODE >= FLUID_MODE_MEDIUM) #define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE #endif #define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET #define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN #include #include #include layout(location = 0) in uint v_pos_norm; layout(location = 1) in uint v_vel; // in uint v_col_light; layout(std140, set = 2, binding = 0) uniform u_locals { mat4 model_mat; ivec4 atlas_offs; float load_time; }; // struct ShadowLocals { // mat4 shadowMatrices; // mat4 texture_mat; // }; // // layout (std140) // uniform u_light_shadows { // ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; // }; layout(location = 0) out vec3 f_pos; layout(location = 1) flat out uint f_pos_norm; layout(location = 2) out vec2 f_vel; // out vec3 f_col; // out float f_light; // out vec3 light_pos[2]; const float EXTRA_NEG_Z = 65536.0/*65536.1*/; void main() { vec3 rel_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0x1FFFFu) - EXTRA_NEG_Z); f_pos = (model_mat * vec4(rel_pos, 1.0)).xyz - focus_off.xyz; f_vel = vec2( (float(v_vel & 0xFFFFu) - 32768.0) / 1000.0, (float((v_vel >> 16u) & 0xFFFFu) - 32768.0) / 1000.0 ); // f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); // Terrain 'pop-in' effect #ifndef EXPERIMENTAL_BAREMINIMUM #ifndef EXPERIMENTAL_NOTERRAINPOP f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0)); // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); #endif #endif // float pull_down = pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0) * 0.7; //f_pos.z -= pull_down; #ifdef EXPERIMENTAL_CURVEDWORLD f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); #endif // Small waves // f_pos.xy += 0.01; // Avoid z-fighting // f_pos.x += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 1.0))); // f_pos.y += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 2.0))); #if (FLUID_MODE >= FLUID_MODE_MEDIUM) // f_pos.z -= 0.1 + 0.1 * (sin(tick.x/* / 60.0*/* 2.0 + f_pos.x * 2.0 + f_pos.y * 2.0) + 1.0) * 0.5; #endif /* f_col = vec3( float((v_col_light >> 8) & 0xFFu), float((v_col_light >> 16) & 0xFFu), float((v_col_light >> 24) & 0xFFu) ) / 255.0; f_light = float(v_col_light & 0xFFu) / 255.0; */ /* for (uint i = 0u; i < light_shadow_count.z; ++i) { light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0)); } */ f_pos_norm = v_pos_norm; gl_Position = all_mat * vec4(f_pos, 1); // gl_Position.z = -gl_Position.z / gl_Position.w; // gl_Position.z = -gl_Position.z / 100.0; // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }