mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
58 lines
1.2 KiB
GLSL
58 lines
1.2 KiB
GLSL
#version 330 core
|
|
|
|
#include <globals.glsl>
|
|
#include <srgb.glsl>
|
|
|
|
in vec3 v_pos;
|
|
in vec3 v_norm;
|
|
in vec3 v_col;
|
|
in vec4 inst_mat0;
|
|
in vec4 inst_mat1;
|
|
in vec4 inst_mat2;
|
|
in vec4 inst_mat3;
|
|
in vec3 inst_col;
|
|
in float inst_wind_sway;
|
|
|
|
out vec3 f_pos;
|
|
flat out vec3 f_norm;
|
|
out vec3 f_col;
|
|
out float f_light;
|
|
|
|
const float SCALE = 1.0 / 11.0;
|
|
|
|
void main() {
|
|
mat4 inst_mat;
|
|
inst_mat[0] = inst_mat0;
|
|
inst_mat[1] = inst_mat1;
|
|
inst_mat[2] = inst_mat2;
|
|
inst_mat[3] = inst_mat3;
|
|
|
|
vec3 sprite_pos = (inst_mat * vec4(0, 0, 0, 1)).xyz;
|
|
|
|
f_pos = (inst_mat * vec4(v_pos * SCALE, 1)).xyz;
|
|
f_pos.z -= min(32.0, pow(distance(focus_pos.xy, f_pos.xy) / (view_distance.x * 0.95), 20.0));
|
|
|
|
// Wind waving
|
|
f_pos += inst_wind_sway * vec3(
|
|
sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35),
|
|
sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25),
|
|
0.0
|
|
) * pow(abs(v_pos.z) * SCALE, 1.3) * 0.2;
|
|
|
|
f_norm = (inst_mat * vec4(v_norm, 0)).xyz;
|
|
|
|
f_col = srgb_to_linear(v_col) * srgb_to_linear(inst_col);
|
|
|
|
// Select glowing
|
|
if (select_pos.w > 0 && select_pos.xyz == floor(sprite_pos)) {
|
|
f_col *= 4.0;
|
|
}
|
|
|
|
f_light = 1.0;
|
|
|
|
gl_Position =
|
|
all_mat *
|
|
vec4(f_pos, 1);
|
|
gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
|
|
}
|