#version 330 core #include #include in uint v_pos_norm; in uint v_col_light; layout (std140) uniform u_locals { vec3 model_offs; float load_time; }; out vec3 f_pos; flat out uint f_pos_norm; flat out vec3 f_norm; out vec3 f_col; out float f_light; void main() { f_pos = vec3( float((v_pos_norm >> 0) & 0x00FFu), float((v_pos_norm >> 8) & 0x00FFu), float((v_pos_norm >> 16) & 0x1FFFu) ) + model_offs; f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0); f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); // Small waves f_pos.xy += 0.01; // Avoid z-fighting f_pos.z -= 0.1 * (sin(tick.x * 2.0 + f_pos.x * 2.0 + f_pos.y * 2.0) + 1.0) * 0.5 - 0.1; 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; f_pos_norm = v_pos_norm; f_pos.z -= 0.2; gl_Position = all_mat * vec4(f_pos, 1); gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }