#version 330 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 in vec3 v_pos; in uint v_atlas_pos; // in uint v_col; in uint v_norm_ao; in uint inst_pos_ori; in vec4 inst_mat0; in vec4 inst_mat1; in vec4 inst_mat2; in vec4 inst_mat3; in vec4 inst_light; in float inst_wind_sway; struct SpriteLocals { mat4 mat; vec4 wind_sway; vec4 offs; }; layout (std140) uniform u_locals { mat4 mat; vec4 wind_sway; vec4 offs; // SpriteLocals sprites[8]; }; // struct Instance { // mat4 inst_mat; // vec3 inst_col; // float inst_wind_sway; // }; // // layout (std140) // uniform u_ibuf { // Instance sprite_instances[/*MAX_LAYER_FACES*/512]; // }; //struct ShadowLocals { // mat4 shadowMatrices; // mat4 texture_mat; //}; // //layout (std140) //uniform u_light_shadows { // ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; //}; layout (std140) uniform u_terrain_locals { vec3 model_offs; float load_time; ivec4 atlas_offs; }; out vec3 f_pos; flat out vec3 f_norm; flat out float f_select; // flat out vec3 f_pos_norm; // out vec3 f_col; // out float f_ao; out vec2 f_uv_pos; out vec2 f_inst_light; // flat out uint f_atlas_pos; // out vec3 light_pos[2]; // out float f_light; const float SCALE = 1.0 / 11.0; const float SCALE_FACTOR = pow(SCALE, 1.3) * 0.2; const int EXTRA_NEG_Z = 32768; void main() { // vec3 inst_chunk_pos = vec3(ivec3((uvec3(inst_pos_ori) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z)); // uint inst_ori = (inst_pos_ori >> 29) & 0x7u; // SpriteLocals locals = sprites[inst_ori]; // SpriteLocals locals = sprites; // mat4 inst_mat = locals.mat; // float inst_wind_sway = locals.wind_sway.w; // mat4 inst_mat = mat4(vec4(1, 0, 0, 0), vec4(0, 1, 0, 0), vec4(0, 0, 1, 0), vec4(5.5, 5.5, 0, 1)); // float inst_wind_sway = 0.0; mat4 inst_mat; inst_mat[0] = inst_mat0; inst_mat[1] = inst_mat1; inst_mat[2] = inst_mat2; inst_mat[3] = inst_mat3; /* Instance instances = sprite_instances[gl_InstanceID & 1023]; mat4 inst_mat = instances.inst_mat; vec3 inst_col = instances.inst_col; float inst_wind_sway = instances.inst_wind_sway; */ vec3 inst_offs = model_offs - focus_off.xyz; // mat3 inst_mat; // inst_mat[0] = inst_mat0.xyz; // inst_mat[1] = inst_mat1.xyz; // inst_mat[2] = inst_mat2.xyz; // /* Instance instances = sprite_instances[gl_InstanceID & 1023]; // mat4 inst_mat = instances.inst_mat; // vec3 inst_col = instances.inst_col; // float inst_wind_sway = instances.inst_wind_sway; */ // float inst_wind_sway = wind_sway.w; // vec3 inst_offs = model_offs - focus_off.xyz; f_inst_light = inst_light.xy; // vec3 sprite_pos = floor(inst_mat3.xyz * SCALE) + inst_offs; // f_pos_norm = v_pos; // vec3 sprite_pos = (inst_mat * vec4(0, 0, 0, 1)).xyz; // vec3 sprite_pos = floor((inst_mat * vec4(0, 0, 0, 1)).xyz * SCALE/* - vec3(0.5, 0.5, 0.0)*/) + inst_offs; // vec3 sprite_pos = /*round*/floor(((inst_mat * vec4(0, 0, 0, 1)).xyz - /* wind_sway.xyz * */offs.xyz) * SCALE/* - vec3(0.5, 0.5, 0.0)*/) - inst_offs; // vec3 sprite_pos = /*round*/floor(((inst_mat * vec4(-offs.xyz, 1)).xyz) * SCALE/* - vec3(0.5, 0.5, 0.0)*/) + inst_offs; // vec3 v_pos = vec3(gl_VertexID * 32, gl_VertexID % 32, 1.0); // f_pos = v_pos + (model_offs - focus_off.xyz); // vec3 v_pos = /*inst_mat*//*locals.*/wind_sway.xyz * v_pos; vec3 v_pos_ = /*inst_mat*//*locals.*//*sprites[0].*/wind_sway.xyz * v_pos; // vec3 v_pos = (/*inst_mat*/locals.mat * vec4(v_pos, 1)).xyz + vec3(0.5, 0.5, 0.0); // f_pos = v_pos * SCALE + (inst_chunk_pos + model_offs - focus_off.xyz); // vec3 v_pos_ = (inst_mat * vec4(v_pos/* * SCALE*/, 1)).xyz; // vec3 v_pos = (inst_mat * vec4(v_pos, 1)).xyz; // f_pos = v_pos + (model_offs - focus_off.xyz); f_pos = (inst_mat * vec4(v_pos_, 1.0)).xyz * SCALE + inst_offs; // 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)); // f_pos = (inst_mat * v_pos_) * SCALE + sprite_pos; // f_pos = (inst_mat * vec4(v_pos * SCALE, 1)).xyz + (model_offs - focus_off.xyz); // f_pos = v_pos_ + (inst_chunk_pos + model_offs - focus_off.xyz + vec3(0.5, 0.5, 0.0)); // f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0)); // Wind waving /* const float x_scale = sin(tick.x * 1.5 + f_pos.x * 0.1); const float y_scale = sin(tick.x * 1.5 + f_pos.y * 0.1); const float z_scale = pow(abs(v_pos_.z), 1.3) * SCALE_FACTOR; const float xy_bias = sin(tick.x * 0.25); const float z_bias = xy_bias * t_scale; mat3 shear = mat4( vec3(x_scale , 0.0, 0.0, 0.0), vec3(0.0, y_scale, 0.0, 0.0), vec3(0.0, 0.0, z_bias, 0.0), vec3(0.0, 0.0, (1.0 / z_bias), 0.0) ); */ // const float x_scale = sin(tick.x * 1.5 + f_pos.x * 0.1); // const float y_scale = sin(tick.x * 1.5 + f_pos.y * 0.1); // const float z_scale = pow(abs(v_pos_.z), 1.3) * SCALE_FACTOR; // const float xy_bias = sin(tick.x * 0.25); // const float z_bias = xy_bias * t_scale; // vec3 rotate = 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/* + sprites[0].offs.z*/)/* * SCALE*/, 1.3) * /*0.2;*/SCALE_FACTOR; // // mat3 shear = mat4( // vec3(x_scale * , 0.0, 0.0, 0.0), // vec3(0.0, y_scale, 0.0, 0.0), // vec3(0.0, 0.0, z_bias, 0.0), // vec3(0.0, 0.0, (1.0 / z_bias), 0.0) // ); /*if (wind_sway.w >= 0.4) */{ f_pos += /*inst_wind_sway*/wind_sway.w * 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 ) * 4 * v_pos_.z * /*0.2;*/SCALE_FACTOR; } // 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)); // uint norm_idx = (v_norm_ao >> 0) & 0x7u; // f_norm = (inst_mat * vec4(normals[], 0)).xyz; // TODO: Consider adding a second, already-normalized (i.e. unscaled) matrix. // vec3 norm = /*normalize*/(inst_mat/*locals.mat*/[(v_norm_ao >> 1u) & 3u].xyz); // vec3 norm = /*normalize*/(inst_mat/*locals.mat*/[(v_norm_ao >> 1u) & 3u]); // vec3 norm = bone_data.normals_mat[axis_idx].xyz; // norm = normalize(norm); // norm = norm / SCALE_FACTOR / locals.wind_sway.xyz; // norm = norm / (norm.x + norm.y + norm.z); // vec3 norm = norm_mat * vec4(uvec3(1 << axis_idx) & uvec3(0x1u, 0x3u, 0x7u), 1); // // Calculate normal here rather than for each pixel in the fragment shader // f_norm = normalize(( // combined_mat * // vec4(norm, 0) // ).xyz); vec3 norm = /*normalize*/(inst_mat/*locals.mat*/[(v_norm_ao >> 1u) & 3u].xyz); f_norm = mix(-norm, norm, v_norm_ao & 1u); /* 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; */ f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu));/* + 0.5*/; // f_atlas_pos = v_atlas_pos; /* for (uint i = 0u; i < light_shadow_count.z; ++i) { light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0)); } */ // // Select glowing // if (select_pos.w > 0 && select_pos.xyz == floor(sprite_pos)) { // f_col *= 4.0; // } // f_light = 1.0; // if (select_pos.w > 0) */{ vec3 sprite_pos = /*round*/floor(((inst_mat * vec4(-offs.xyz, 1)).xyz) * SCALE/* - vec3(0.5, 0.5, 0.0)*/) + inst_offs; f_select = (select_pos.w > 0 && select_pos.xyz == sprite_pos/* - vec3(0.5, 0.5, 0.0) * SCALE*/) ? 1.0 : 0.0; // } gl_Position = all_mat * vec4(f_pos, 1); // gl_Position.z = -gl_Position.z; // gl_Position.z = -gl_Position.z / gl_Position.w; // gl_Position.z = -gl_Position.z / 100.0; // gl_Position.z = -gl_Position.z / 100.0; // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }