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| author | untodesu <kirill@untode.su> | 2025-03-15 16:22:09 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-03-15 16:22:09 +0500 |
| commit | 3bf42c6ff3805a0d42bbc661794a95ff31bedc26 (patch) | |
| tree | 05049955847504808d6bed2bb7b155f8b03807bb /data/shaders/chunk_quad.vert | |
| parent | 02294547dcde0d4ad76e229106702261e9f10a51 (diff) | |
| download | voxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.tar.bz2 voxelius-3bf42c6ff3805a0d42bbc661794a95ff31bedc26.zip | |
Add whatever I was working on for the last month
Diffstat (limited to 'data/shaders/chunk_quad.vert')
| -rw-r--r-- | data/shaders/chunk_quad.vert | 85 |
1 files changed, 85 insertions, 0 deletions
diff --git a/data/shaders/chunk_quad.vert b/data/shaders/chunk_quad.vert new file mode 100644 index 0000000..50b343a --- /dev/null +++ b/data/shaders/chunk_quad.vert @@ -0,0 +1,85 @@ +// SPDX-License-Identifier: CC-BY-SA-4.0 +#version 330 core +#pragma variant[0] WORLD_CURVATURE +#pragma variant[1] WORLD_FOG + +layout(location = 0) in vec3 vert_Position; +layout(location = 1) in uvec2 vert_Quad; + +out vec3 vs_TexCoord; +out float vs_Shade; + +#if WORLD_FOG +out float vs_FogFactor; +#endif + +uniform mat4x4 u_ViewProjMatrix; +uniform vec3 u_WorldPosition; +uniform uvec3 u_Timings; +uniform float u_ViewDistance; + +void main(void) +{ + vec3 quad_offset; + quad_offset.x = float(0x00FFU & (vert_Quad.x >> 24U)) / 16.0; + quad_offset.y = float(0x00FFU & (vert_Quad.x >> 16U)) / 16.0; + quad_offset.z = float(0x00FFU & (vert_Quad.x >> 8U)) / 16.0; + + vec2 quad_scale; + quad_scale.x = float((0x000FU & (vert_Quad.x >> 4U)) + 1U) / 16.0; + quad_scale.y = float((0x000FU & (vert_Quad.x >> 0U)) + 1U) / 16.0; + + uint quad_facing = (0x000FU & (vert_Quad.y >> 28U)); + uint quad_toffset = (0x07FFU & (vert_Quad.y >> 17)); + uint quad_tframes = max(1U, (0x001FU & (vert_Quad.y >> 12))); + + gl_Position.xyz = vert_Position; + gl_Position.x *= quad_scale.x; + gl_Position.z *= quad_scale.y; + + vec3 positions[6]; // FIXME: 16 + positions[0x00U] = vec3(gl_Position.x, 1.0 - gl_Position.z, 1.0); + positions[0x01U] = vec3(gl_Position.x, gl_Position.z, 0.0); + positions[0x03U] = vec3(1.0, 1.0 - gl_Position.x, gl_Position.z); + positions[0x02U] = vec3(0.0, gl_Position.x, gl_Position.z); + positions[0x04U] = vec3(gl_Position.x, 1.0, gl_Position.z); + positions[0x05U] = vec3(gl_Position.x, 0.0, 1.0 - gl_Position.z); + + vec2 texcoords[6]; // FIXME: 16 + texcoords[0x00U] = vec2(vert_Position.x, 1.0 - vert_Position.z); + texcoords[0x01U] = vec2(1.0 - vert_Position.x, vert_Position.z); + texcoords[0x03U] = vec2(-vert_Position.z, 1.0 - vert_Position.x); + texcoords[0x02U] = vec2(1.0 + vert_Position.z, vert_Position.x); + texcoords[0x04U] = vec2(1.0 - vert_Position.x, vert_Position.z); + texcoords[0x05U] = vec2(1.0 - vert_Position.x, vert_Position.z); + + float shades[6]; // FIXME: 16 + shades[0x00U] = 0.8; + shades[0x01U] = 0.8; + shades[0x02U] = 0.6; + shades[0x03U] = 0.6; + shades[0x04U] = 1.0; + shades[0x05U] = 0.4; + + vs_TexCoord.xy = texcoords[quad_facing]; + vs_TexCoord.z = floor(float(quad_toffset + u_Timings.z % quad_tframes) + 0.5); + vs_Shade = shades[quad_facing]; + + gl_Position.w = 1.0; + gl_Position.xyz = positions[quad_facing] + quad_offset + u_WorldPosition; + gl_Position = u_ViewProjMatrix * gl_Position; + +#if WORLD_CURVATURE + gl_Position.y -= gl_Position.z * gl_Position.z / u_ViewDistance / 32.0; + gl_Position.y -= gl_Position.x * gl_Position.x / u_ViewDistance / 32.0; +#endif + +#if WORLD_FOG == 1 + // Use a simple linear fog factor + vs_FogFactor = 1.0 - clamp((u_ViewDistance - length(gl_Position.xyz)) / (u_ViewDistance - 16.0), 0.0, 1.0); +#elif WORLD_FOG == 2 + // Use a fancy exponential fog factor + float fogd = 2.0 / u_ViewDistance * length(gl_Position.xyz); + vs_FogFactor = 1.0 - clamp(exp2(fogd * fogd * -1.442695), 0.0, 1.0); +#endif +} |
