veloren/assets/voxygen/shaders/terrain-vert.glsl

50 lines
1.2 KiB
GLSL

#version 330 core
#include <globals.glsl>
#include <srgb.glsl>
#include <lod.glsl>
in uint v_pos_norm;
in uint v_col_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
float load_time;
};
out vec3 f_pos;
out vec3 f_chunk_pos;
flat out uint f_pos_norm;
out float f_alt;
out vec4 f_shadow;
out vec3 f_col;
out float f_light;
out float f_ao;
const int EXTRA_NEG_Z = 65536;
void main() {
f_chunk_pos = vec3(ivec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - ivec3(0, 0, EXTRA_NEG_Z));
f_pos = f_chunk_pos + model_offs;
f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 255.0;
f_light = float(v_col_light & 0x3Fu) / 64.0;
f_ao = float((v_col_light >> 6u) & 3u) / 4.0;
f_pos_norm = v_pos_norm;
// Also precalculate shadow texture and estimated terrain altitude.
f_alt = alt_at(f_pos.xy);
f_shadow = textureBicubic(t_horizon, pos_to_tex(f_pos.xy));
gl_Position =
all_mat *
vec4(f_pos, 1);
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
}