veloren/assets/voxygen/shaders/skybox-vert.glsl
2021-06-02 23:59:48 -04:00

39 lines
1.1 KiB
GLSL

#version 330 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_TRANSMISSION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_SPECULAR
#if (FLUID_MODE == FLUID_MODE_CHEAP)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE == FLUID_MODE_SHINY)
#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>
layout(location = 0) in vec3 v_pos;
layout(location = 0) out vec3 f_pos;
void main() {
f_pos = v_pos;
// TODO: is this todo below still valid? is cam_pos jittery
// TODO: Make this position-independent to avoid rounding error jittering
gl_Position =
all_mat *
vec4(v_pos + cam_pos.xyz, 1);
// gl_Position = vec4(gl_Position.xy, sign(gl_Position.z) * gl_Position.w, gl_Position.w);
gl_Position.z = gl_Position.w;
// gl_Position.z = gl_Position.w - 0.000001;//0.0;
// gl_Position.z = 1.0;
// gl_Position.z = -1.0;
}