veloren/assets/voxygen/shaders/fluid-vert.glsl
2023-05-09 19:43:10 +02:00

108 lines
3.3 KiB
GLSL

#version 420 core
#include <constants.glsl>
#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
#if (FLUID_MODE == FLUID_MODE_LOW)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
#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>
#include <srgb.glsl>
#include <random.glsl>
layout(location = 0) in uint v_pos_norm;
layout(location = 1) in uint v_vel;
// in uint v_col_light;
layout(std140, set = 2, binding = 0)
uniform u_locals {
mat4 model_mat;
ivec4 atlas_offs;
float load_time;
};
// struct ShadowLocals {
// mat4 shadowMatrices;
// mat4 texture_mat;
// };
//
// layout (std140)
// uniform u_light_shadows {
// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
// };
layout(location = 0) out vec3 f_pos;
layout(location = 1) flat out uint f_pos_norm;
layout(location = 2) out vec2 f_vel;
// out vec3 f_col;
// out float f_light;
// out vec3 light_pos[2];
const float EXTRA_NEG_Z = 65536.0/*65536.1*/;
void main() {
vec3 rel_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0x1FFFFu) - EXTRA_NEG_Z);
f_pos = (model_mat * vec4(rel_pos, 1.0)).xyz - focus_off.xyz;
f_vel = vec2(
(float(v_vel & 0xFFFFu) - 32768.0) / 1000.0,
(float((v_vel >> 16u) & 0xFFFFu) - 32768.0) / 1000.0
);
// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
// Terrain 'pop-in' effect
#ifndef EXPERIMENTAL_BAREMINIMUM
#ifndef EXPERIMENTAL_NOTERRAINPOP
f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
#endif
#endif
// float pull_down = pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0) * 0.7;
//f_pos.z -= pull_down;
#ifdef EXPERIMENTAL_CURVEDWORLD
f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2);
#endif
// Small waves
// f_pos.xy += 0.01; // Avoid z-fighting
// f_pos.x += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 1.0)));
// f_pos.y += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 2.0)));
#if (FLUID_MODE >= FLUID_MODE_MEDIUM)
// 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;
#endif
/* f_col = vec3(
float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu)
) / 255.0;
f_light = float(v_col_light & 0xFFu) / 255.0; */
/* for (uint i = 0u; i < light_shadow_count.z; ++i) {
light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0));
} */
f_pos_norm = v_pos_norm;
gl_Position =
all_mat *
vec4(f_pos, 1);
// gl_Position.z = -gl_Position.z / gl_Position.w;
// gl_Position.z = -gl_Position.z / 100.0;
// gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
}