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5500435d2f
This reverts commit 446d93dda0
.
69 lines
1.9 KiB
GLSL
69 lines
1.9 KiB
GLSL
#version 420 core
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// #extension ARB_texture_storage : enable
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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#define HAS_SHADOW_MAPS
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// Currently, we only need globals for focus_off.
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#include <globals.glsl>
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// For shadow locals.
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// #include <shadows.glsl>
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layout (std140, set = 0, binding = 9)
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uniform u_light_shadows {
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mat4 shadowMatrices;
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mat4 texture_mat;
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};
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/* Accurate packed shadow maps for many lights at once!
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*
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* Ideally, we would just write to a bitmask...
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*
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* */
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layout(location = 0) in uint v_pos_norm;
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// in uint v_col_light;
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// in vec4 v_pos;
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// layout(location = 1) in uint v_atlas_pos;
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// Light projection matrices.
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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vec3 model_offs;
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float load_time;
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ivec4 atlas_offs;
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};
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// out vec4 shadowMapCoord;
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const int EXTRA_NEG_Z = 32768;
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void main() {
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vec3 f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0xFFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
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vec3 f_pos = f_chunk_pos + (model_offs - focus_off.xyz);
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// f_pos = v_pos;
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// vec3 f_pos = f_chunk_pos + model_offs;
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// gl_Position = v_pos + vec4(model_offs, 0.0);
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gl_Position = /*all_mat * */shadowMatrices * vec4(f_pos/*, 1.0*/, /*float(((f_pos_norm >> 29) & 0x7u) ^ 0x1)*//*uintBitsToFloat(v_pos_norm)*/1.0);
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// gl_Position.z = -gl_Position.z;
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// gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w));
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// shadowMapCoord = lights[gl_InstanceID].light_pos * gl_Vertex;
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// vec4(v_pos, 0.0, 1.0);
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}
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