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