veloren/assets/voxygen/shaders/lod-object-vert.glsl
Joshua Barretto 39e8b5d468 Hacky normals
2022-05-10 12:40:06 +01:00

57 lines
1.6 KiB
GLSL

#version 420 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
#include <srgb.glsl>
#include <random.glsl>
#include <lod.glsl>
layout(location = 0) in vec3 v_pos;
layout(location = 1) in vec3 v_norm;
layout(location = 2) in vec3 v_col;
layout(location = 3) in vec3 inst_pos;
layout(location = 4) in uint inst_flags;
const uint FLAG_SNOW_COVERED = 1;
layout(location = 0) out vec3 f_pos;
layout(location = 1) out vec3 f_norm;
layout(location = 2) out vec4 f_col;
layout(location = 3) out vec3 model_pos;
layout(location = 4) out float snow_cover;
void main() {
vec3 tree_pos = inst_pos - focus_off.xyz;
f_pos = tree_pos + v_pos;
model_pos = v_pos;
float pull_down = 1.0 / pow(distance(focus_pos.xy, tree_pos.xy) / (view_distance.x * 0.95), 150.0);
f_pos.z -= pull_down;
// Hacky, very bad, 50 is ~ tree height
f_norm = mix(v_norm, vec3(0, 0, 1), clamp(model_pos.z / 50, 0, 1));
f_col = vec4(vec3(0.02, 0.1, 0.01) * (sin(inst_pos.xyy) * 0.33 + 0.66), 1.0);//vec4(v_col, 1.0);
if ((inst_flags & FLAG_SNOW_COVERED) > 0u) {
snow_cover = 1.0;
//f_col.rgb = mix(f_col.rgb, vec3(1), pow(max(f_norm.z, 0.0), 0.5));
} else {
snow_cover = 0.0;
}
gl_Position =
all_mat *
vec4(f_pos, 1);
}