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48 lines
932 B
GLSL
48 lines
932 B
GLSL
#version 330 core
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#include <globals.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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};
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out vec3 f_pos;
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out vec3 f_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(
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float((v_pos_norm >> 0) & 0x00FFu),
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float((v_pos_norm >> 8) & 0x00FFu),
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float((v_pos_norm >> 16) & 0x1FFFu)
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) + model_offs;
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f_col = vec3(
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float((v_col_light >> 8) & 0xFFu),
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float((v_col_light >> 16) & 0xFFu),
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float((v_col_light >> 24) & 0xFFu)
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) / 255.0;
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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float norm_dir = float((v_pos_norm >> 29) & 0x1u) * 2.0 - 1.0;
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if (norm_axis == 0u) {
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f_norm = vec3(1.0, 0.0, 0.0) * norm_dir;
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} else if (norm_axis == 1u) {
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f_norm = vec3(0.0, 1.0, 0.0) * norm_dir;
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} else {
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f_norm = vec3(0.0, 0.0, 1.0) * norm_dir;
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}
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f_light = float(v_col_light & 0xFFu) / 255.0;
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gl_Position =
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proj_mat *
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view_mat *
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vec4(f_pos, 1);
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}
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