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49 lines
1.1 KiB
GLSL
49 lines
1.1 KiB
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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flat out vec3 f_norm;
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out vec3 f_col;
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out float f_light;
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[]( vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1) );
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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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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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f_norm = normals[norm_axis + norm_dir];
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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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) / 200.0;
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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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} |