#version 330 core #include #include in vec3 f_pos; in vec3 f_chunk_pos; flat in uint f_pos_norm; in vec3 f_col; in float f_light; in float f_ao; layout (std140) uniform u_locals { vec3 model_offs; float load_time; }; out vec4 tgt_color; #include #include float vmax(vec3 v) { return max(v.x, max(v.y, v.z)); } void main() { // 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)); // TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction. uint norm_axis = (f_pos_norm >> 30) & 0x3u; // Increase array access by 3 to access positive values uint norm_dir = ((f_pos_norm >> 29) & 0x1u) * 3u; // Use an array to avoid conditional branching vec3 f_norm = normals[(f_pos_norm >> 29) & 0x7u]; float ao = pow(f_ao, 0.5) * 0.9 + 0.1; vec3 light, diffuse_light, ambient_light; get_sun_diffuse(f_norm, time_of_day.x, light, diffuse_light, ambient_light, 1.0); float point_shadow = shadow_at(f_pos, f_norm); diffuse_light *= point_shadow; ambient_light *= point_shadow; vec3 point_light = light_at(f_pos, f_norm); light += point_light; ambient_light *= f_light * ao; diffuse_light *= f_light * ao; diffuse_light += point_light * ao; vec3 col = f_col + hash(vec4(floor(f_chunk_pos * 3.0 - f_norm * 0.5), 0)) * 0.02; // Small-scale noise // Select glowing if (select_pos.w > 0 && select_pos.xyz == floor(f_pos - f_norm * 0.01)) { if (vmax(abs(mod(f_pos - f_norm * 0.5, 1.0) - 0.5)) > 0.45) { col *= 0.5; } } vec3 surf_color = illuminate(srgb_to_linear(col), light, diffuse_light, ambient_light); float fog_level = fog(f_pos.xyz, focus_pos.xyz, medium.x); vec4 clouds; vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x, cam_pos.xyz, f_pos, 1.0, true, clouds); vec3 color = mix(mix(surf_color, fog_color, fog_level), clouds.rgb, clouds.a); tgt_color = vec4(color, 1.0); }