veloren/assets/voxygen/shaders/sprite-vert.glsl

173 lines
6.2 KiB
GLSL

#version 420 core
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#include <globals.glsl>
#include <srgb.glsl>
#include <sky.glsl>
#include <light.glsl>
layout(location = 0) in vec4 inst_mat0;
layout(location = 1) in vec4 inst_mat1;
layout(location = 2) in vec4 inst_mat2;
layout(location = 3) in vec4 inst_mat3;
// TODO: is there a better way to pack the various vertex attributes?
// TODO: ori is unused
layout(location = 4) in uint inst_pos_ori_door;
layout(location = 5) in uint inst_vert_page; // NOTE: this could fit in less bits
// TODO: do we need this many bits for light and glow?
layout(location = 6) in float inst_light;
layout(location = 7) in float inst_glow;
layout(location = 8) in float model_wind_sway; // NOTE: this only varies per model
layout(location = 9) in float model_z_scale; // NOTE: this only varies per model
layout(set = 0, binding = 15) restrict readonly buffer sprite_verts {
uvec2 verts[];
};
layout (std140, set = 3, binding = 0)
uniform u_terrain_locals {
vec3 model_offs;
float load_time;
ivec4 atlas_offs;
};
// TODO: consider grouping into vec4's
layout(location = 0) out vec3 f_pos;
layout(location = 1) flat out vec3 f_norm;
layout(location = 2) flat out float f_select;
layout(location = 3) out vec2 f_uv_pos;
layout(location = 4) out vec2 f_inst_light;
const float SCALE = 1.0 / 11.0;
const float SCALE_FACTOR = pow(SCALE, 1.3) * 0.2;
const float EXTRA_NEG_Z = 32768.0;
const float VERT_EXTRA_NEG_Z = 128.0;
const uint VERT_PAGE_SIZE = 256;
void main() {
// Matrix to transform this sprite instance from model space to chunk space
mat4 inst_mat;
inst_mat[0] = inst_mat0;
inst_mat[1] = inst_mat1;
inst_mat[2] = inst_mat2;
inst_mat[3] = inst_mat3;
// Worldpos of the chunk that this sprite is in
vec3 chunk_offs = model_offs - focus_off.xyz;
f_inst_light = vec2(inst_light, inst_glow);
// Index of the vertex data in the 1D vertex texture
int vertex_index = int(uint(gl_VertexIndex) % VERT_PAGE_SIZE + inst_vert_page * VERT_PAGE_SIZE);
uvec2 pos_atlas_pos_norm_ao = verts[vertex_index];
uint v_pos_norm = pos_atlas_pos_norm_ao.x;
uint v_atlas_pos = pos_atlas_pos_norm_ao.y;
// Expand the model vertex position bits into float values
vec3 v_pos = vec3(v_pos_norm & 0xFFu, (v_pos_norm >> 8) & 0xFFu, float((v_pos_norm >> 16) & 0x0FFFu) - VERT_EXTRA_NEG_Z);
// Position of the sprite block in the chunk
// Used for highlighting the selected sprite, and for opening doors
vec3 inst_chunk_pos = vec3(inst_pos_ori_door & 0x3Fu, (inst_pos_ori_door >> 6) & 0x3Fu, float((inst_pos_ori_door >> 12) & 0xFFFFu) - EXTRA_NEG_Z);
vec3 sprite_pos = inst_chunk_pos + chunk_offs;
float sprite_ori = (inst_pos_ori_door >> 29) & 0x7u;
#ifndef EXPERIMENTAL_BAREMINIMUM
if((inst_pos_ori_door & (1 << 28)) != 0) {
float min_entity_distance = 65536.0;
for (uint i = 0u; i < light_shadow_count.y; i ++) {
// Only access the array once
Shadow S = shadows[i];
vec3 shadow_pos = S.shadow_pos_radius.xyz - focus_off.xyz;
min_entity_distance = min(min_entity_distance, distance(sprite_pos, shadow_pos));
}
const float DOOR_RADIUS = 3.0;
if(min_entity_distance <= DOOR_RADIUS) {
float flip = sprite_ori <= 3 ? 1.0 : -1.0;
float theta = mix(PI/2.0, 0, max(0.0, (min_entity_distance - 1.0)/DOOR_RADIUS));
float costheta = cos(flip * theta);
float sintheta = sin(flip * theta);
mat3 rot_z = mat3(
vec3(costheta, -sintheta, 0),
vec3(sintheta, costheta, 0),
vec3(0, 0, 1)
);
vec3 delta = vec3(-0.0, -5.5, 0);
v_pos = (rot_z * (v_pos + delta)) - delta;
}
}
#endif
// Transform into chunk space and scale
f_pos = (inst_mat * vec4(v_pos, 1.0)).xyz;
// Transform info world space
f_pos += chunk_offs;
#ifndef EXPERIMENTAL_BAREMINIMUM
#ifndef EXPERIMENTAL_NOTERRAINPOP
// Terrain 'pop-in' effect
f_pos.z -= 250.0 * (1.0 - min(1.0001 - 0.02 / pow(tick.x - load_time, 10.0), 1.0));
#endif
#endif
#ifdef EXPERIMENTAL_CURVEDWORLD
f_pos.z -= pow(distance(f_pos.xy + focus_off.xy, focus_pos.xy + focus_off.xy) * 0.05, 2);
#endif
#ifndef EXPERIMENTAL_BAREMINIMUM
// TODO: take wind_vel into account
// Wind sway effect
f_pos += model_wind_sway * vec3(
sin(tick.x * 1.5 + f_pos.y * 0.1) * sin(tick.x * 0.35),
sin(tick.x * 1.5 + f_pos.x * 0.1) * sin(tick.x * 0.25),
0.0
// NOTE: could potentially replace `v_pos.z * model_z_scale` with a calculation using `inst_chunk_pos` from below
//) * pow(abs(v_pos.z * model_z_scale), 1.3) * SCALE_FACTOR;
) * v_pos.z * model_z_scale * SCALE_FACTOR;
#endif
// Determine normal
// TODO: do changes here effect perf on vulkan
// TODO: dx12 doesn't like dynamic index
// TODO: use mix?
// Shader@0x000001AABD89BEE0(112,43-53): error X4576: Input array signature parameter cannot be indexed dynamically.
//vec3 norm = (inst_mat[(v_pos_norm >> 30u) & 3u].xyz);
uint index = v_pos_norm >> 30u & 3u;
vec3 norm;
if (index == 0) {
norm = (inst_mat[0].xyz);
} else if (index == 1) {
norm = (inst_mat[1].xyz);
} else {
norm = (inst_mat[2].xyz);
}
f_norm = normalize(mix(-norm, norm, v_pos_norm >> 29u & 1u));
// Expand atlas tex coords to floats
// NOTE: Could defer to fragment shader if we are vert heavy
f_uv_pos = vec2((uvec2(v_atlas_pos) >> uvec2(0, 16)) & uvec2(0xFFFFu, 0xFFFFu));;
// Select glowing
f_select = (select_pos.w > 0 && select_pos.xyz == sprite_pos) ? 1.0 : 0.0;
gl_Position =
all_mat *
vec4(f_pos, 1);
}