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77 lines
2.1 KiB
GLSL
77 lines
2.1 KiB
GLSL
#ifndef GLOBALS_GLSL
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#define GLOBALS_GLSL
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layout(std140, set = 0, binding = 0) uniform u_globals {
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mat4 view_mat;
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mat4 proj_mat;
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mat4 all_mat;
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vec4 cam_pos;
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vec4 focus_off;
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vec4 focus_pos;
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vec4 view_distance;
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// .x = time of day, repeats every day.
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// .y = a continuous value for what day it is. Repeats every `tick_overflow` for precisions sake.
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vec4 time_of_day;
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vec4 sun_dir;
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vec4 moon_dir;
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// .x = The `Time` resource, repeated every `tick_overflow`
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// .y = a floored (`Time` / `tick_overflow`)
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// .z = `Time`, not recommended to be used as it might have low precision
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vec4 tick;
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vec4 screen_res;
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uvec4 light_shadow_count;
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vec4 shadow_proj_factors;
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uvec4 medium;
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ivec4 select_pos;
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vec4 gamma_exposure;
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vec4 last_lightning;
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vec2 wind_vel;
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float ambiance;
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// 0 - FirstPerson
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// 1 - ThirdPerson
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uint cam_mode;
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float sprite_render_distance;
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float globals_dummy; // Fix alignment.
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};
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// Specifies the pattern used in the player dithering
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mat4 threshold_matrix = mat4(
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vec4(1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0),
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vec4(13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0),
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vec4(4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0),
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vec4(16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0)
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);
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float distance_divider = 2;
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float shadow_dithering = 0.5;
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float tick_overflow = 300000.0;
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// Get a scaled time with an offset that loops at a period.
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float tick_loop(float period, float scale, float offset) {
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float loop = tick_overflow * scale;
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float rem = mod(loop, period);
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float rest = rem * tick.y;
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return mod(rest + tick.x * scale + offset, period);
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}
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float tick_loop(float period) {
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return tick_loop(period, 1.0, 0.0);
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}
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vec4 tick_loop4(float period, vec4 scale, vec4 offset) {
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vec4 loop = tick_overflow * scale;
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vec4 rem = mod(loop, period);
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vec4 rest = rem * tick.y;
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return mod(rest + tick.x * scale + offset, period);
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}
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// Only works if t happened within tick_overflow
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float time_since(float t) {
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return tick.x < t ? (tick_overflow - t + tick.x) : (tick.x - t);
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}
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#endif
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