#version 440 core #include #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 #include #include #include layout(location = 0) in vec3 v_pos; layout(location = 1) in vec3 v_norm; layout(location = 2) in vec3 v_col; layout(location = 3) in uint v_flags; layout(location = 4) in vec3 inst_pos; layout(location = 5) in vec3 inst_col; layout(location = 6) in uint inst_flags; const uint FLAG_INST_COLOR = 1; const uint FLAG_INST_GLOW = 2; const uint FLAG_INST_ROTATION = 4 | 8; layout(location = 0) out vec3 f_pos; layout(location = 1) out vec3 f_norm; layout(location = 2) out vec4 f_col; layout(location = 3) out vec3 model_pos; layout(location = 4) flat out uint f_flags; void main() { vec3 obj_pos = inst_pos - focus_off.xyz; uint rot_bits = (inst_flags & FLAG_INST_ROTATION) >> 2; float sign = float(rot_bits >> 1) * 2.0 - 1.0; float d_y = float(rot_bits & 1); float d_x = 1.0 - d_y; mat2 rot = sign * mat2(d_x, -d_y, d_y, d_x); vec3 local_pos = vec3(rot * v_pos.xy, v_pos.z); f_pos = obj_pos + local_pos; model_pos = v_pos; float pull_down = 1.0 / pow(distance(focus_pos.xy, obj_pos.xy) / (view_distance.x * 0.95), 150.0); #ifdef EXPERIMENTAL_TERRAINPOP f_pos.z -= pull_down; #else f_pos.z -= step(0.1, pull_down) * 10000.0; #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 f_norm = vec3(rot * v_norm.xy, v_norm.z); if ((v_flags & FLAG_INST_COLOR) > 0u) { f_col = vec4(inst_col, 1.0); } else { f_col = vec4(v_col, 1.0); } f_flags = inst_flags | (v_flags & FLAG_INST_GLOW); gl_Position = all_mat * vec4(f_pos, 1); }