veloren/assets/voxygen/shaders/light-shadows-figure-vert.glsl
2021-03-07 14:25:01 +00:00

77 lines
1.8 KiB
GLSL

#version 330 core
// #extension ARB_texture_storage : enable
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#if (FLUID_MODE == FLUID_MODE_CHEAP)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE == FLUID_MODE_SHINY)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
#endif
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#define HAS_SHADOW_MAPS
// Currently, we only need globals for focus_off.
#include <globals.glsl>
// For shadow locals.
#include <shadows.glsl>
/* Accurate packed shadow maps for many lights at once!
*
* Ideally, we would just write to a bitmask...
*
* */
in uint v_pos_norm;
in uint v_atlas_pos;
// in uint v_col_light;
// in vec4 v_pos;
layout (std140)
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;
mat4 normals_mat;
};
layout (std140)
uniform u_bones {
// Warning: might not actually be 16 elements long. Don't index out of bounds!
BoneData bones[16];
};
// out vec4 shadowMapCoord;
void main() {
#if (SHADOW_MODE == SHADOW_MODE_MAP)
uint bone_idx = (v_pos_norm >> 27) & 0xFu;
vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0;
vec3 f_pos = (
bones[bone_idx].bone_mat *
vec4(pos, 1.0)
).xyz + (model_pos - focus_off.xyz/* + vec3(0.0, 0.0, 0.0001)*/);
gl_Position = shadowMats[/*layer_face*/0].shadowMatrices * vec4(f_pos, 1.0);
#endif
}