group_bot/assets/voxygen/shaders/light-shadows-directed-vert.glsl

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2024-06-13 23:16:24 +00:00
#version 440 core
// #extension ARB_texture_storage : enable
#include <constants.glsl>
#define LIGHTING_TYPE LIGHTING_TYPE_REFLECTION
#define LIGHTING_REFLECTION_KIND LIGHTING_REFLECTION_KIND_GLOSSY
#if (FLUID_MODE == FLUID_MODE_LOW)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_IMPORTANCE
#elif (FLUID_MODE >= FLUID_MODE_MEDIUM)
#define LIGHTING_TRANSPORT_MODE LIGHTING_TRANSPORT_MODE_RADIANCE
#endif
#define LIGHTING_DISTRIBUTION_SCHEME LIGHTING_DISTRIBUTION_SCHEME_MICROFACET
#define LIGHTING_DISTRIBUTION LIGHTING_DISTRIBUTION_BECKMANN
#define HAS_SHADOW_MAPS
// Currently, we only need globals for focus_off.
#include <globals.glsl>
// For shadow locals.
// #include <shadows.glsl>
layout (std140, set = 0, binding = 9)
uniform u_light_shadows {
mat4 shadowMatrices;
mat4 texture_mat;
};
/* Accurate packed shadow maps for many lights at once!
*
* Ideally, we would just write to a bitmask...
*
* */
layout(location = 0) in uint v_pos_norm;
// in uint v_col_light;
// in vec4 v_pos;
// layout(location = 1) in uint v_atlas_pos;
// Light projection matrices.
layout (std140, set = 1, binding = 0)
uniform u_locals {
mat4 model_mat;
ivec4 atlas_offs;
float load_time;
};
// out vec4 shadowMapCoord;
const float EXTRA_NEG_Z = 32768.0;
void main() {
vec3 f_chunk_pos = vec3(v_pos_norm & 0x3Fu, (v_pos_norm >> 6) & 0x3Fu, float((v_pos_norm >> 12) & 0xFFFFu) - EXTRA_NEG_Z);
vec3 f_pos = (model_mat * vec4(f_chunk_pos, 1.0)).xyz - focus_off.xyz;
// f_pos = v_pos;
gl_Position = /*all_mat * */shadowMatrices * vec4(f_pos/*, 1.0*/, /*float(((f_pos_norm >> 29) & 0x7u) ^ 0x1)*//*uintBitsToFloat(v_pos_norm)*/1.0);
// gl_Position.z = -gl_Position.z;
// gl_Position.z = clamp(gl_Position.z, -abs(gl_Position.w), abs(gl_Position.w));
// shadowMapCoord = lights[gl_InstanceID].light_pos * gl_Vertex;
// vec4(v_pos, 0.0, 1.0);
}