VoxelEngine/res/shaders/main.glslv
2023-11-22 22:21:50 +03:00

45 lines
1.4 KiB
GLSL

#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;
}