#version 330 core layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in float v_light; out vec4 a_color; out vec2 a_texCoord; out float a_distance; uniform mat4 u_model; uniform mat4 u_proj; uniform mat4 u_view; uniform vec3 u_skyLightColor; uniform vec3 u_cameraPos; uniform float u_gamma; uniform vec3 u_torchlightColor; uniform float u_torchlightDistance; vec4 decompress_light(float compressed_light) { vec4 result; int compressed = floatBitsToInt(compressed_light); result.r = ((compressed >> 24) & 0xFF) / 255.f; result.g = ((compressed >> 16) & 0xFF) / 255.f; result.b = ((compressed >> 8) & 0xFF) / 255.f; result.a = (compressed & 0xFF) / 255.f; return result; } void main(){ vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz; vec4 modelpos = u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0); vec4 viewmodelpos = u_view * modelpos; vec4 decomp_light = decompress_light(v_light); vec3 light = decomp_light.rgb; float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance); light += torchlight * u_torchlightColor; a_color = vec4(pow(light, vec3(u_gamma)),1.0f); a_texCoord = v_texCoord; a_color.rgb = max(a_color.rgb, u_skyLightColor.rgb*decomp_light.a); a_distance = length(viewmodelpos); gl_Position = u_proj * viewmodelpos; }