98 lines
2.8 KiB
GLSL
98 lines
2.8 KiB
GLSL
uniform vec3 wind_direction;
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layout(location = 0) in vec3 i_position;
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#if defined(Converts_10bit_Vector)
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layout(location = 1) in int i_normal_pked;
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#else
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layout(location = 1) in vec4 i_normal;
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#endif
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layout(location = 2) in vec4 i_color;
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layout(location = 3) in vec2 i_uv;
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layout(location = 8) in vec3 i_origin;
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#if defined(Converts_10bit_Vector)
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layout(location = 9) in int i_rotation_pked;
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#else
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layout(location = 9) in vec4 i_rotation;
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#endif
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layout(location = 10) in vec4 i_scale;
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#if defined(Converts_10bit_Vector)
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layout(location = 11) in int i_misc_data_pked;
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#else
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layout(location = 11) in vec4 i_misc_data;
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#endif
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#if defined(Use_Bindless_Texture)
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layout(location = 13) in uvec4 i_bindless_texture_0;
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layout(location = 14) in uvec4 i_bindless_texture_1;
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layout(location = 15) in uvec4 i_bindless_texture_2;
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#elif defined(Use_Array_Texture)
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layout(location = 13) in uvec4 i_array_texture_0;
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layout(location = 14) in uvec2 i_array_texture_1;
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#endif
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#stk_include "utils/get_world_location.vert"
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out vec3 normal;
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out vec2 uv;
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flat out float hue_change;
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#if defined(Use_Bindless_Texture)
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flat out sampler2D tex_layer_0;
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flat out sampler2D tex_layer_1;
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flat out sampler2D tex_layer_2;
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flat out sampler2D tex_layer_3;
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flat out sampler2D tex_layer_4;
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flat out sampler2D tex_layer_5;
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#elif defined(Use_Array_Texture)
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flat out float array_0;
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flat out float array_1;
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flat out float array_2;
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flat out float array_3;
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flat out float array_4;
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flat out float array_5;
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#endif
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void main()
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{
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#if defined(Converts_10bit_Vector)
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vec4 i_normal = convert10BitVector(i_normal_pked);
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vec4 i_rotation = convert10BitVector(i_rotation_pked);
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vec4 i_misc_data = convert10BitVector(i_misc_data_pked);
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#endif
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#if defined(Use_Bindless_Texture)
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tex_layer_0 = sampler2D(i_bindless_texture_0.xy);
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tex_layer_1 = sampler2D(i_bindless_texture_0.zw);
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tex_layer_2 = sampler2D(i_bindless_texture_1.xy);
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tex_layer_3 = sampler2D(i_bindless_texture_1.zw);
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tex_layer_4 = sampler2D(i_bindless_texture_2.xy);
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tex_layer_5 = sampler2D(i_bindless_texture_2.zw);
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#elif defined(Use_Array_Texture)
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array_0 = float(i_array_texture_0.x);
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array_1 = float(i_array_texture_0.y);
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array_2 = float(i_array_texture_0.z);
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array_3 = float(i_array_texture_0.w);
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array_4 = float(i_array_texture_1.x);
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array_5 = float(i_array_texture_1.y);
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#endif
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vec3 test = sin(wind_direction * (i_position.y * 0.1));
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test += cos(wind_direction) * 0.7;
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vec4 quaternion = normalize(vec4(i_rotation.xyz, i_scale.w));
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vec4 world_position = getWorldPosition(i_origin + test * i_color.r,
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quaternion, i_scale.xyz, i_position);
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vec3 world_normal = rotateVector(quaternion, i_normal.xyz);
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normal = (u_view_matrix * vec4(world_normal, 0.0)).xyz;
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uv = i_uv;
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hue_change = i_misc_data.z;
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gl_Position = u_projection_view_matrix * world_position;
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}
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