45 lines
1.4 KiB
GLSL
45 lines
1.4 KiB
GLSL
#version 330 core
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in float v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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out float a_distance;
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uniform mat4 u_model;
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uniform mat4 u_proj;
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uniform mat4 u_view;
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uniform vec3 u_skyLightColor;
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uniform vec3 u_cameraPos;
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uniform float u_gamma;
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uniform vec3 u_torchlightColor;
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uniform float u_torchlightDistance;
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vec4 decompress_light(float compressed_light) {
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vec4 result;
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int compressed = floatBitsToInt(compressed_light);
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result.r = ((compressed >> 24) & 0xFF) / 255.f;
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result.g = ((compressed >> 16) & 0xFF) / 255.f;
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result.b = ((compressed >> 8) & 0xFF) / 255.f;
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result.a = (compressed & 0xFF) / 255.f;
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return result;
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}
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void main(){
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vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;
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vec4 modelpos = u_model * vec4(v_position+vec3(0,pow(length(pos2d)*0.0, 3.0),0), 1.0);
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vec4 viewmodelpos = u_view * modelpos;
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vec4 decomp_light = decompress_light(v_light);
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vec3 light = decomp_light.rgb * 1.6;
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz)/u_torchlightDistance);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_color.rgb = max(a_color.rgb, u_skyLightColor.rgb*decomp_light.a);
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a_distance = length(viewmodelpos);
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gl_Position = u_proj * viewmodelpos;
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}
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