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108 lines
3.3 KiB
GLSL
108 lines
3.3 KiB
GLSL
#version 420 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_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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#include <globals.glsl>
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#include <srgb.glsl>
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#include <random.glsl>
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layout(location = 0) in uint v_pos_norm;
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layout(location = 1) in uint v_vel;
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// in uint v_col_light;
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layout(std140, set = 2, binding = 0)
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uniform u_locals {
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mat4 model_mat;
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ivec4 atlas_offs;
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float load_time;
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};
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// struct ShadowLocals {
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// mat4 shadowMatrices;
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// mat4 texture_mat;
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// };
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//
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// layout (std140)
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// uniform u_light_shadows {
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// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
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// };
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layout(location = 0) out vec3 f_pos;
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layout(location = 1) flat out uint f_pos_norm;
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layout(location = 2) out vec2 f_vel;
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// out vec3 f_col;
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// out float f_light;
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// out vec3 light_pos[2];
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const float EXTRA_NEG_Z = 65536.0/*65536.1*/;
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void main() {
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vec3 rel_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0x1FFFFu) - EXTRA_NEG_Z);
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f_pos = (model_mat * vec4(rel_pos, 1.0)).xyz - focus_off.xyz;
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f_vel = vec2(
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(float(v_vel & 0xFFFFu) - 32768.0) / 1000.0,
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(float((v_vel >> 16u) & 0xFFFFu) - 32768.0) / 1000.0
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);
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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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// Terrain 'pop-in' effect
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#ifndef EXPERIMENTAL_BAREMINIMUM
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#ifndef EXPERIMENTAL_NOTERRAINPOP
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f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(time_since(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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#endif
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#endif
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// float pull_down = pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0) * 0.7;
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//f_pos.z -= pull_down;
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#ifdef EXPERIMENTAL_CURVEDWORLD
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f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2);
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#endif
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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_MEDIUM)
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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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/* for (uint i = 0u; i < light_shadow_count.z; ++i) {
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light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0));
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} */
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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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