#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; out vec3 f_norm; out vec3 f_col; out float f_light; void main() { f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu, 0xFFu, 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); f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0; f_light = float(v_col_light & 0xFFu) / 255.0; // First 3 normals are negative, next 3 are positive vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), 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 = (v_pos_norm >> 30) & 0x3u; // Increase array access by 3 to access positive values uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u; // Use an array to avoid conditional branching f_norm = normals[norm_axis + norm_dir]; gl_Position = all_mat * vec4(f_pos, 1); gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }