115 lines
2.7 KiB
GLSL
115 lines
2.7 KiB
GLSL
#version 430 core
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struct FaceData {
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uint x;
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uint y;
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uint z;
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uint facing; // 0=+X,1=-X,2=+Y,3=-Y,4=+Z,5=-Z
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uint texture;
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uint lightLevel;
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};
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layout(std430, binding = 0) buffer FaceBuffer {
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uint faces[];
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};
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uniform mat4 view;
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uniform mat4 projection;
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uniform int chunkX;
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uniform int chunkY;
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out vec2 fragUV;
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out float lighting;
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const float lightMult[6] = float[6](0.6, 0.6, 1.0, 0.5, 0.8, 0.8);
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const vec3 offsets[6][6] = vec3[6][6](
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vec3[6]( // +X
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vec3(1, 0, 0),
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vec3(1, 1, 1),
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vec3(1, 0, 1),
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vec3(1, 1, 1),
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vec3(1, 0, 0),
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vec3(1, 1, 0)
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),
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vec3[6]( // -X
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vec3(0, 0, 1),
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vec3(0, 1, 0),
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vec3(0, 0, 0),
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vec3(0, 1, 0),
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vec3(0, 0, 1),
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vec3(0, 1, 1)
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),
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vec3[6]( // +Y
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vec3(0, 1, 0),
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vec3(1, 1, 1),
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vec3(1, 1, 0),
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vec3(1, 1, 1),
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vec3(0, 1, 0),
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vec3(0, 1, 1)
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),
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vec3[6]( // -Y
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vec3(0, 0, 1),
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vec3(1, 0, 0),
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vec3(1, 0, 1),
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vec3(1, 0, 0),
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vec3(0, 0, 1),
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vec3(0, 0, 0)
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),
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vec3[6]( // +Z
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vec3(1, 0, 1),
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vec3(0, 1, 1),
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vec3(0, 0, 1),
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vec3(0, 1, 1),
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vec3(1, 0, 1),
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vec3(1, 1, 1)
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),
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vec3[6]( // -Z
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vec3(0, 0, 0),
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vec3(1, 1, 0),
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vec3(1, 0, 0),
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vec3(1, 1, 0),
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vec3(0, 0, 0),
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vec3(0, 1, 0)
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)
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);
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const vec2 uvs[6] = vec2[6](vec2(0,0), vec2(1,1), vec2(1,0), vec2(1,1), vec2(0,0), vec2(0,1));
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void main()
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{
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uint faceIndex = gl_VertexID / 6u;
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uint vertIndex = gl_VertexID % 6u;
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uint start = faceIndex * 2u; // 2 byte per face
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uint u0 = faces[start]; // data in uint 0
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uint u1 = faces[start + 1]; // data in uint 1
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// extract values from bits
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uint x = u0 & 0xFFu;
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uint y = (u0 >> 8) & 0xFFu;
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uint z = (u0 >> 16) & 0xFFu;
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uint facing = (u0 >> 24) & 0xFFu;
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uint texture = u1 & 0xFFu;
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uint lightLevel = (u1 >> 8) & 0xFFu;
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vec3 basePos = vec3(x + chunkX * 16, y, z + chunkY * 16);
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vec4 worldPos = vec4(basePos + offsets[facing][vertIndex], 1.0);
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float light = float(lightLevel) / 255.0; // use later for caves and stuff
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// UV mapping
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uint col = texture & 15u; // texture % 16
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uint row = texture >> 4; // texture / 16
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row = 15u - row; // invert row so 0 is top
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// convert to float after int math, divide by 16
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vec2 uv = uvs[vertIndex] * 0.0625;
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uv.x += float(col) * 0.0625;
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uv.y += float(row) * 0.0625;
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fragUV = uv;
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lighting = lightMult[facing];
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gl_Position = projection * view * worldPos;
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} |