veloren/assets/voxygen/shaders/skybox-vert.glsl
2020-05-15 14:22:17 +02:00

40 lines
842 B
GLSL

#version 330 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
#if (FLUID_MODE == FLUID_MODE_CHEAP)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE == FLUID_MODE_SHINY)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
#endif
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
in vec3 v_pos;
layout (std140)
uniform u_locals {
vec4 nul;
};
out vec3 f_pos;
void main() {
f_pos = v_pos;
// TODO: Make this position-independent to avoid rounding error jittering
gl_Position =
proj_mat *
view_mat *
vec4(v_pos * 100000.0 + cam_pos.xyz, 1);
gl_Position.z = 0.0;
}