46 lines
1.1 KiB
GLSL
46 lines
1.1 KiB
GLSL
#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoord;
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layout (location = 2) in vec2 lightmapCoord;
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layout (location = 3) in vec3 aNorm;
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layout (location = 4) in uint aColor;
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layout (location = 0) out vec3 norm;
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layout (location = 1) out vec2 texCoord;
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layout (location = 2) out vec4 color;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 view;
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mat4 proj;
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float time;
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vec3 cam_pos;
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vec3 cam_dir;
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vec4 frustum[6];
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vec2 viewport;
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float tess_factor;
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float tess_edge_size;
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};
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vec4 unpackABGR(uint packedABGR) {
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float scale = 1.0 / 255.0;
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float a = float((packedABGR >> 24) & 0xFF) * scale;
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float b = float((packedABGR >> 16) & 0xFF) * scale;
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float g = float((packedABGR >> 8) & 0xFF) * scale;
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float r = float(packedABGR & 0xFF) * scale;
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return vec4(r,g,b,a);
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}
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void main() {
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mat4 zup_to_yup = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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gl_Position = proj * view * zup_to_yup * vec4(aPos, 1.0);
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texCoord = aTexCoord;
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norm = aNorm;
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color = unpackABGR(aColor);
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} |