#version 420 core #include #define FIGURE_SHADER #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 layout(location = 0) in uint v_pos_norm; layout(location = 1) in uint v_atlas_pos; // in vec3 v_norm; /* in uint v_col; // out vec3 light_pos[2]; in uint v_ao_bone; */ layout (std140, set = 3, 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; // This is actually a matrix, but we explicitly rely on being able to index into it // in column major order, and some shader compilers seem to transpose the matrix to // a different format when it's copied out of the array. So we shouldn't put it in // a local variable (I think explicitly marking it as a vec4[4] works, but I'm not // sure whether it optimizes the same, and in any case the fact that there's a // format change suggests an actual wasteful copy is happening). mat4 normals_mat; }; layout (std140, set = 3, binding = 1) uniform u_bones { // Warning: might not actually be 16 elements long. Don't index out of bounds! BoneData bones[16]; }; //struct ShadowLocals { // mat4 shadowMatrices; // mat4 texture_mat; //}; // //layout (std140) //uniform u_light_shadows { // ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192]; //}; layout(location = 0) out vec3 f_pos; // flat out uint f_pos_norm; layout(location = 1) flat out vec3 f_norm; // float dummy; /*centroid */layout(location = 2) out vec2 f_uv_pos; layout(location = 3) out vec3 m_pos; layout(location = 4) out float scale; // out vec3 f_col; // out float f_ao; // out float f_alt; // out vec4 f_shadow; // #if (SHADOW_MODE == SHADOW_MODE_MAP) // out vec4 sun_pos; // #endif void main() { // Pre-calculate bone matrix /* uint bone_idx = (v_ao_bone >> 2) & 0x3Fu; */ uint bone_idx = (v_pos_norm >> 27) & 0xFu; // mat4 combined_mat = model_mat * bone_mat; vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0; // vec4 bone_pos = bones[bone_idx].bone_mat * vec4(pos, 1); m_pos = pos; scale = length(bones[bone_idx].bone_mat[0]); f_pos = ( bones[bone_idx].bone_mat * vec4(pos, 1.0) ).xyz + (model_pos - focus_off.xyz); #ifdef EXPERIMENTAL_CURVEDWORLD f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2); #endif /* f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); */ f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(2, 17)) & uvec2(0x7FFFu, 0x7FFFu)); // f_col = srgb_to_linear(vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0); // f_col = vec3(1.0); // f_ao = float(v_ao_bone & 0x3u) / 4.0; // f_ao = 1.0; /* for (uint i = 0u; i < light_shadow_count.z; ++i) { light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0)); } */ // First 3 normals are negative, next 3 are positive // uint normal_idx = ((v_atlas_pos & 3u) << 1u) | (v_pos_norm >> 31u); // const 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)); // vec3 norm = normals[normal_idx]; uint axis_idx = v_atlas_pos & 3u; vec3 norm = bones[bone_idx].normals_mat[axis_idx].xyz; // norm = normalize(norm); // 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); f_norm = mix(-norm, norm, v_pos_norm >> 31u); // #if (SHADOW_MODE == SHADOW_MODE_MAP) // // for (uint i = 0u; i < light_shadow_count.z; ++i) { // // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/; // // } // sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/; // // #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE) // // vec4 sun_pos = vec4(0.0); // #endif // f_pos_norm = v_pos_norm; // Also precalculate shadow texture and estimated terrain altitude. // f_alt = alt_at(f_pos.xy); // f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy)); gl_Position = all_mat/*shadowMats[0].shadowMatrices*/ * vec4(f_pos, 1); // gl_Position.z = -gl_Position.z / 100.0 / gl_Position.w; // gl_Position.z = -gl_Position.z / 100.0; // gl_Position.z = gl_Position.z / 100.0; // gl_Position.z = -gl_Position.z; // gl_Position.z = -1000.0 / (gl_Position.z + 10000.0); }