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https://gitlab.com/veloren/veloren.git
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76 lines
1.9 KiB
GLSL
76 lines
1.9 KiB
GLSL
#version 330 core
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#include <constants.glsl>
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#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
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#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
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#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
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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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in vec3 v_pos;
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in uint v_col;
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in uint v_norm_ao;
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in vec4 inst_mat0;
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in vec4 inst_mat1;
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in vec4 inst_mat2;
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in vec4 inst_mat3;
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in vec3 inst_col;
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in float inst_wind_sway;
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out vec3 f_pos;
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flat out vec3 f_norm;
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out vec3 f_col;
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out float f_ao;
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// out float f_light;
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const float SCALE = 1.0 / 11.0;
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void main() {
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mat4 inst_mat;
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inst_mat[0] = inst_mat0;
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inst_mat[1] = inst_mat1;
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inst_mat[2] = inst_mat2;
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inst_mat[3] = inst_mat3;
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vec3 sprite_pos = (inst_mat * vec4(0, 0, 0, 1)).xyz;
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f_pos = (inst_mat * vec4(v_pos * SCALE, 1)).xyz;
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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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// Wind waving
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f_pos += inst_wind_sway * vec3(
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sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35),
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sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25),
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0.0
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) * pow(abs(v_pos.z) * SCALE, 1.3) * 0.2;
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(1,0,0), vec3(0,-1,0), vec3(0,1,0), vec3(0,0,-1), vec3(0,0,1));
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f_norm = (inst_mat * vec4(normals[(v_norm_ao >> 0) & 0x7u], 0)).xyz;
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vec3 col = vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0;
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f_col = srgb_to_linear(col) * srgb_to_linear(inst_col);
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f_ao = float((v_norm_ao >> 3) & 0x3u) / 4.0;
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// Select glowing
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if (select_pos.w > 0 && select_pos.xyz == floor(sprite_pos)) {
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f_col *= 4.0;
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}
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// f_light = 1.0;
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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 / 100.0;
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gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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}
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