#version 430 core // #extension ARB_texture_storage : enable #define FIGURE_SHADER #include #define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION #define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY #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 #define HAS_SHADOW_MAPS // Currently, we only need globals for focus_off. #include // For shadow locals. // #include layout (std140, set = 0, binding = 14) uniform u_rain_occlusion { mat4 rainOcclusionMatrices; mat4 texture_mat; mat4 rain_dir_mat; float integrated_rain_vel; float rain_density; vec2 occlusion_dummy; // Fix alignment. }; /* Accurate packed shadow maps for many lights at once! * * Ideally, we would just write to a bitmask... * * */ layout(location = 0) in uint v_pos_norm; layout(location = 1) in uint v_atlas_pos; // in uint v_col_light; // in vec4 v_pos; layout (std140, set = 1, binding = 0) uniform u_locals { mat4 model_mat; vec4 highlight_col; vec4 model_light; vec4 model_glow; ivec4 atlas_offs; vec3 model_pos; // bit 0 - is player // bit 1-31 - unused int flags; }; struct BoneData { mat4 bone_mat; mat4 normals_mat; }; layout (std140, set = 1, binding = 1) uniform u_bones { // Warning: might not actually be 16 elements long. Don't index out of bounds! BoneData bones[16]; }; // out vec4 shadowMapCoord; void main() { uint bone_idx = (v_pos_norm >> 27) & 0xFu; vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; vec3 f_pos = ( bones[bone_idx].bone_mat * vec4(pos, 1.0) ).xyz + (model_pos - focus_off.xyz/* + vec3(0.0, 0.0, 0.0001)*/); gl_Position = rainOcclusionMatrices * vec4(f_pos, 1.0); }