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159 lines
4.9 KiB
GLSL
159 lines
4.9 KiB
GLSL
#version 440 core
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#include <constants.glsl>
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#define FIGURE_SHADER
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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 <lod.glsl>
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layout(location = 0) in uint v_pos_norm;
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layout(location = 1) in uint v_atlas_pos;
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// in vec3 v_norm;
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/* in uint v_col;
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// out vec3 light_pos[2];
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in uint v_ao_bone; */
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layout (std140, set = 3, binding = 0)
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uniform u_locals {
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mat4 model_mat;
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vec4 highlight_col;
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vec4 model_light;
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vec4 model_glow;
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ivec4 atlas_offs;
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vec3 model_pos;
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// bit 0 - is player
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// bit 1-31 - unused
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int flags;
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};
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struct BoneData {
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mat4 bone_mat;
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// This is actually a matrix, but we explicitly rely on being able to index into it
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// in column major order, and some shader compilers seem to transpose the matrix to
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// a different format when it's copied out of the array. So we shouldn't put it in
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// a local variable (I think explicitly marking it as a vec4[4] works, but I'm not
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// sure whether it optimizes the same, and in any case the fact that there's a
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// format change suggests an actual wasteful copy is happening).
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mat4 normals_mat;
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};
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layout (std140, set = 3, binding = 1)
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uniform u_bones {
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// Warning: might not actually be 16 elements long. Don't index out of bounds!
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BoneData bones[16];
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};
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//struct ShadowLocals {
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// mat4 shadowMatrices;
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// mat4 texture_mat;
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//};
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//
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//layout (std140)
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//uniform u_light_shadows {
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// ShadowLocals shadowMats[/*MAX_LAYER_FACES*/192];
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//};
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layout(location = 0) out vec3 f_pos;
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// flat out uint f_pos_norm;
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layout(location = 1) flat out vec3 f_norm;
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// float dummy;
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/*centroid */layout(location = 2) out vec2 f_uv_pos;
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layout(location = 3) out vec3 m_pos;
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layout(location = 4) out float scale;
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// out vec3 f_col;
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// out float f_ao;
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// out float f_alt;
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// out vec4 f_shadow;
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// #if (SHADOW_MODE == SHADOW_MODE_MAP)
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// out vec4 sun_pos;
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// #endif
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void main() {
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// Pre-calculate bone matrix
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/* uint bone_idx = (v_ao_bone >> 2) & 0x3Fu; */
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uint bone_idx = (v_pos_norm >> 27) & 0xFu;
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// mat4 combined_mat = model_mat * bone_mat;
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vec3 pos = (vec3((uvec3(v_pos_norm) >> uvec3(0, 9, 18)) & uvec3(0x1FFu)) - 256.0) / 2.0;
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// vec4 bone_pos = bones[bone_idx].bone_mat * vec4(pos, 1);
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m_pos = pos;
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scale = length(bones[bone_idx].bone_mat[0]);
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f_pos = (
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bones[bone_idx].bone_mat *
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vec4(pos, 1.0)
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).xyz + (model_pos - focus_off.xyz);
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#ifdef EXPERIMENTAL_CURVEDWORLD
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f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2);
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#endif
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/* f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0); */
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f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(2, 17)) & uvec2(0x7FFFu, 0x7FFFu));
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// f_col = srgb_to_linear(vec3((uvec3(v_col) >> uvec3(0, 8, 16)) & uvec3(0xFFu)) / 255.0);
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// f_col = vec3(1.0);
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// f_ao = float(v_ao_bone & 0x3u) / 4.0;
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// f_ao = 1.0;
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/* for (uint i = 0u; i < light_shadow_count.z; ++i) {
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light_pos[i] = vec3(shadowMats[i].texture_mat * vec4(f_pos, 1.0));
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} */
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// First 3 normals are negative, next 3 are positive
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// uint normal_idx = ((v_atlas_pos & 3u) << 1u) | (v_pos_norm >> 31u);
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// const 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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// vec3 norm = normals[normal_idx];
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uint axis_idx = v_atlas_pos & 3u;
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vec3 norm = bones[bone_idx].normals_mat[axis_idx].xyz;
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// norm = normalize(norm);
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// vec3 norm = norm_mat * vec4(uvec3(1 << axis_idx) & uvec3(0x1u, 0x3u, 0x7u), 1);
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// // Calculate normal here rather than for each pixel in the fragment shader
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// f_norm = normalize((
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// combined_mat *
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// vec4(norm, 0)
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// ).xyz);
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f_norm = mix(-norm, norm, v_pos_norm >> 31u);
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// #if (SHADOW_MODE == SHADOW_MODE_MAP)
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// // for (uint i = 0u; i < light_shadow_count.z; ++i) {
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// // light_pos[i] = /*vec3(*/shadowMats[i].texture_mat * vec4(f_pos, 1.0)/*)*/;
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// // }
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// sun_pos = /*vec3(*/shadowMats[0].texture_mat * vec4(f_pos, 1.0)/*)*/;
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// // #elif (SHADOW_MODE == SHADOW_MODE_CHEAP || SHADOW_MODE == SHADOW_MODE_NONE)
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// // vec4 sun_pos = vec4(0.0);
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// #endif
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// f_pos_norm = v_pos_norm;
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// Also precalculate shadow texture and estimated terrain altitude.
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// f_alt = alt_at(f_pos.xy);
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// f_shadow = textureMaybeBicubic(t_horizon, pos_to_tex(f_pos.xy));
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gl_Position = all_mat/*shadowMats[0].shadowMatrices*/ * vec4(f_pos, 1);
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// gl_Position.z = -gl_Position.z / 100.0 / gl_Position.w;
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// gl_Position.z = -gl_Position.z / 100.0;
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// gl_Position.z = gl_Position.z / 100.0;
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// gl_Position.z = -gl_Position.z;
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// gl_Position.z = -1000.0 / (gl_Position.z + 10000.0);
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}
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