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87 lines
2.0 KiB
GLSL
87 lines
2.0 KiB
GLSL
#version 430 core
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// #extension ARB_texture_storage : enable
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#define FIGURE_SHADER
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#if (FLUID_MODE == FLUID_MODE_LOW)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
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#endif
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#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
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#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
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#define HAS_SHADOW_MAPS
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// Currently, we only need globals for focus_off.
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#include <globals.glsl>
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// For shadow locals.
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// #include <shadows.glsl>
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layout (std140, set = 0, binding = 14)
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uniform u_rain_occlusion {
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mat4 rainOcclusionMatrices;
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mat4 texture_mat;
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mat4 rain_dir_mat;
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float integrated_rain_vel;
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float rain_density;
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vec2 occlusion_dummy; // Fix alignment.
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};
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/* Accurate packed shadow maps for many lights at once!
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*
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* Ideally, we would just write to a bitmask...
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*
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* */
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layout(location = 0) in uint v_pos_norm;
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layout(location = 1) in uint v_atlas_pos;
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// in uint v_col_light;
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// in vec4 v_pos;
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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mat4 model_mat;
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vec4 highlight_col;
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vec4 model_light;
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vec4 model_glow;
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ivec4 atlas_offs;
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vec3 model_pos;
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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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mat4 normals_mat;
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};
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layout (std140, set = 1, binding = 1)
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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 vec4 shadowMapCoord;
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void main() {
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uint bone_idx = (v_pos_norm >> 27) & 0xFu;
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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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vec3 f_pos = (
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bones[bone_idx].bone_mat *
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vec4(pos, 1.0)
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).xyz + (model_pos - focus_off.xyz/* + vec3(0.0, 0.0, 0.0001)*/);
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gl_Position = rainOcclusionMatrices * vec4(f_pos, 1.0);
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}
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