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47 lines
1.5 KiB
GLSL
47 lines
1.5 KiB
GLSL
#version 420 core
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
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#if (FLUID_MODE == FLUID_MODE_LOW)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
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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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#include <globals.glsl>
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layout(location = 0) in vec3 v_pos;
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layout(location = 0) out vec3 f_pos;
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void main() {
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f_pos = v_pos;
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// TODO: Make this position-independent to avoid rounding error jittering
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// NOTE: we may or may not want to use an infinite projection here
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//
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// Essentially: using any finite projection is likely wrong here if we want
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// to project out to infinity, but since we want to perturb the skybox as we
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// move and we have stars now, the "right" answer is heavily dependent on
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// how we compute cloud position and stuff.
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//
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// Infinite projections of cubemaps are nice because they can be oriented
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// but still extend infinitely far.
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gl_Position =
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all_mat *
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vec4(v_pos + cam_pos.xyz, 1);
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// gl_Position = vec4(gl_Position.xy, sign(gl_Position.z) * gl_Position.w, gl_Position.w);
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gl_Position.z = 0;
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// gl_Position.z = gl_Position.w - 0.000001;//0.0;
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// gl_Position.z = 1.0;
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// gl_Position.z = -1.0;
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}
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