// Copyright (C) 2022 RozK // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #version 320 es precision highp float; layout(location = 0) in vec3 a_position; // model space layout(location = 1) in vec3 a_normal; // model space layout(location = 2) in vec3 a_texcoord; // texture space layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space layout(location = 4) in vec3 i_orientation; // per mesh, model space -> world space uniform mat4 u_view; // world space -> view space uniform mat4 u_projection; // view space -> screen space uniform highp sampler2D u_height_sampler; uniform highp sampler2D u_normal_sampler; const vec3 c_normal_scale = vec3(2.0, 2.0, 1.0); const vec3 c_normal_shift = vec3(-1.0, -1.0, 0.0); const vec2 c_st_scale = vec2(1.0 / 1023.0, 1.0 / 1023.0); const vec2 c_terrain_scale = vec2(1.0 / 2048.0, -1.0 / 2048.0); const vec2 c_terrain_shift = vec2(0.5, 0.5); const float c_weight_scale = 1.0 / 64.f; const vec3 c_world_forward = vec3(0.0, 1.0, 0.0); const vec3 c_world_up = vec3(0.0, 0.0, 1.0); out vec3 v_position; // view space out vec3 v_normal; // view space out vec4 v_terrain_normal; // view space (x, y, z, weigth) out vec4 v_texcoord; // texture space (s, t, pixel_level, material_level) void main(void) { vec3 orientation = normalize(i_orientation); mat3 rotation = mat3(cross(orientation, c_world_up), orientation, c_world_up); vec4 world_position = vec4(i_translation.xyz + rotation * a_position, 1.0); float weight = max(0.0, 1.0 - world_position.z * c_weight_scale); vec3 world_normal = rotation * normalize(a_normal); vec2 terrain_coords = c_terrain_shift + world_position.xy * c_terrain_scale; world_position.z += texture(u_height_sampler, terrain_coords).r; vec4 view_position = u_view * world_position; vec3 terrain_normal = normalize(c_normal_shift + texture(u_normal_sampler, terrain_coords).rgb * c_normal_scale); world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * world_normal; v_position = view_position.xyz; v_normal = (u_view * vec4(world_normal, 0.0)).xyz; v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, weight); v_texcoord = vec4(a_texcoord.st * c_st_scale, a_texcoord.p, a_texcoord.p + 1.0); gl_Position = u_projection * view_position; }