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https://gitlab.com/veloren/veloren.git
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70 lines
1.6 KiB
GLSL
70 lines
1.6 KiB
GLSL
#version 330 core
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#include <globals.glsl>
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#include <lod.glsl>
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in uint v_pos_norm;
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in vec3 v_norm;
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in uint v_col;
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in uint v_ao_bone;
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layout (std140)
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uniform u_locals {
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mat4 model_mat;
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vec4 model_col;
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// bit 0 - is player
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// bit 1-31 - unused
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int flags;
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};
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struct BoneData {
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mat4 bone_mat;
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};
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layout (std140)
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uniform u_bones {
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// Warning: might not actually be 16 elements long. Don't index out of bounds!
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BoneData bones[16];
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};
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out vec3 f_pos;
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out vec3 f_col;
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out float f_ao;
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flat out vec3 f_norm;
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// out float f_alt;
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// out vec4 f_shadow;
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void main() {
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// Pre-calculate bone matrix
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uint bone_idx = (v_ao_bone >> 2) & 0x3Fu;
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mat4 combined_mat = model_mat * bones[bone_idx].bone_mat;
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vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0;
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f_pos = (
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combined_mat *
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vec4(pos, 1)).xyz;
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f_col = srgb_to_linear(vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0);
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f_ao = float(v_ao_bone & 0x3u) / 4.0;
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// First 3 normals are negative, next 3 are positive
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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));
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vec3 norm = normals[(v_pos_norm >> 29) & 0x7u];
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// Calculate normal here rather than for each pixel in the fragment shader
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f_norm = normalize((
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combined_mat *
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vec4(norm, 0.0)
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).xyz);
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// Also precalculate shadow texture and estimated terrain altitude.
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// f_alt = alt_at(f_pos.xy);
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// f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
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gl_Position = all_mat * vec4(f_pos, 1);
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// gl_Position.z = -gl_Position.z / 100.0;
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gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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}
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