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37 lines
782 B
GLSL
37 lines
782 B
GLSL
#version 330 core
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#include <globals.glsl>
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#include <srgb.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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void main() {
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f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 8, 16)) & uvec3(0xFFu, 0xFFu, 0x1FFFu)) + model_offs;
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f_pos.z *= min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0);
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f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0);
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f_col = vec3((uvec3(v_col_light) >> uvec3(8, 16, 24)) & uvec3(0xFFu)) / 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 = 1.0 / (1.0 - gl_Position.z - 10.0);
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}
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