veloren/voxygen/shaders/terrain.vert
2019-06-13 11:59:05 +01:00

40 lines
661 B
GLSL

#version 330 core
#include <globals.glsl>
in uint v_pos_norm;
in uint v_col_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
};
out vec3 f_pos;
flat out uint f_pos_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_norm = v_pos_norm;
f_col = vec3(
float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu)
) / 200.0;
f_light = float(v_col_light & 0xFFu) / 255.0;
gl_Position =
proj_mat *
view_mat *
vec4(f_pos, 1);
}