veloren/voxygen/shaders/terrain.vert
2019-06-03 22:50:47 +01:00

45 lines
738 B
GLSL

#version 330 core
#include <globals.glsl>
in uint v_pos;
in uint v_col_norm;
in uint v_light;
layout (std140)
uniform u_locals {
vec3 model_offs;
};
out vec3 f_pos;
out vec3 f_norm;
out vec3 f_col;
out float f_light;
void main() {
f_pos = vec3(
float((v_pos >> 0) & 0x00FFu),
float((v_pos >> 8) & 0x00FFu),
float((v_pos >> 16) & 0xFFFFu)
) + model_offs;
f_norm = vec3(
float((v_col_norm >> 0) & 0x3u),
float((v_col_norm >> 2) & 0x3u),
float((v_col_norm >> 4) & 0x3u)
) - 1.0;
f_col = vec3(
float((v_col_norm >> 8) & 0xFFu),
float((v_col_norm >> 16) & 0xFFu),
float((v_col_norm >> 24) & 0xFFu)
) / 255.0;
f_light = float(v_light) / 4096.0;
gl_Position =
proj_mat *
view_mat *
vec4(f_pos, 1);
}