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69 lines
1.9 KiB
GLSL
69 lines
1.9 KiB
GLSL
#version 330 core
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#include <constants.glsl>
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#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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#elif (FLUID_MODE == FLUID_MODE_SHINY)
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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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#include <globals.glsl>
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#include <srgb.glsl>
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#include <random.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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flat out uint f_pos_norm;
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out vec3 f_col;
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out float f_light;
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const float EXTRA_NEG_Z = 65536.0;
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void main() {
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f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - vec3(0, 0, EXTRA_NEG_Z) + 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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// Small waves
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f_pos.xy += 0.01; // Avoid z-fighting
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// f_pos.x += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 1.0)));
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// f_pos.y += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 2.0)));
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#if (FLUID_MODE == FLUID_MODE_SHINY)
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f_pos.z -= 0.1 + 0.1 * (sin(tick.x/* / 60.0*/* 2.0 + f_pos.x * 2.0 + f_pos.y * 2.0) + 1.0) * 0.5;
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#endif
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f_col = vec3(
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float((v_col_light >> 8) & 0xFFu),
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float((v_col_light >> 16) & 0xFFu),
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float((v_col_light >> 24) & 0xFFu)
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) / 255.0;
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f_light = float(v_col_light & 0xFFu) / 255.0;
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f_pos_norm = v_pos_norm;
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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 = -gl_Position.z / gl_Position.w;
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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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