veloren/assets/voxygen/shaders/fluid-vert.glsl
2020-07-02 22:10:22 +02:00

84 lines
2.4 KiB
GLSL

#version 330 core
#include <constants.glsl>
#define LIGHTING_TYPE (LIGHTING_TYPE_TRANSMISSION | LIGHTING_TYPE_REFLECTION)
#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>
#include <srgb.glsl>
#include <random.glsl>
in uint v_pos_norm;
// in uint v_col_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
float load_time;
ivec4 atlas_offs;
};
// struct ShadowLocals {
// mat4 shadowMatrices;
// mat4 texture_mat;
// };
//
// layout (std140)
// uniform u_light_shadows {
// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
// };
out vec3 f_pos;
flat out uint f_pos_norm;
// out vec3 f_col;
// out float f_light;
// out vec3 light_pos[2];
const float EXTRA_NEG_Z = /*65536.0*/65536.1;
void main() {
f_pos = vec3((uvec3(v_pos_norm) >> uvec3(0, 6, 12)) & uvec3(0x3Fu, 0x3Fu, 0x1FFFFu)) - vec3(0, 0, EXTRA_NEG_Z) + model_offs - focus_off.xyz;
// f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
// f_pos.z -= min(32.0, 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0));
// Small waves
// f_pos.xy += 0.01; // Avoid z-fighting
// f_pos.x += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 1.0)));
// f_pos.y += 0.1 * sin(tick.x / 60 * hash(vec4(f_pos.xyz, 2.0)));
#if (FLUID_MODE == FLUID_MODE_SHINY)
// f_pos.z -= 0.1 + 0.1 * (sin(tick.x/* / 60.0*/* 2.0 + f_pos.x * 2.0 + f_pos.y * 2.0) + 1.0) * 0.5;
#endif
/* f_col = vec3(
float((v_col_light >> 8) & 0xFFu),
float((v_col_light >> 16) & 0xFFu),
float((v_col_light >> 24) & 0xFFu)
) / 255.0;
f_light = float(v_col_light & 0xFFu) / 255.0; */
/* for (uint i = 0u; i < light_shadow_count.z; ++i) {
light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0));
} */
f_pos_norm = v_pos_norm;
gl_Position =
all_mat *
vec4(f_pos, 1);
// gl_Position.z = -gl_Position.z / gl_Position.w;
// gl_Position.z = -gl_Position.z / 100.0;
// gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
}