// 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; #include "include/vertex_format.glsl" #include "include/camera.glsl" #include "include/common.glsl" layout(location = 3) in vec3 i_translation; // per mesh, model space -> world space void main(void) { vec4 world_position = vec4(i_translation + a_position, 1.0); 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); vec3 world_normal = mat3(cross(c_world_forward, terrain_normal), c_world_forward, terrain_normal) * a_normal; v_position = view_position; v_normal = u_view * vec4(world_normal, 0.0); v_terrain_normal = vec4((u_view * vec4(terrain_normal, 0.0)).xyz, 1.0); v_texcoord = vec4(a_texcoord.st * c_st_scale, a_texcoord.p, a_texcoord.p + 1.0); gl_Position = u_projection * view_position; }