129 lines
No EOL
5.4 KiB
GLSL
129 lines
No EOL
5.4 KiB
GLSL
#version 450
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layout(location = 0) out vec4 outPos;
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layout(location = 1) out vec3 outNormal;
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layout(location = 2) out vec3 outTangent;
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layout(location = 3) out vec3 outBitangent;
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layout(location = 4) out vec2 outTextCoords;
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layout(location = 5) out mat4 viewMatrix;
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layout(location = 9) out flat uint outMaterialID;
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layout(set = 0, binding = 0) uniform ProjUniform { mat4 matrix; } projUniform;
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layout(set = 1, binding = 0) uniform ViewUniform { mat4 matrix; } viewUniform;
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layout(set = 4, binding = 0) readonly buffer FaceBuffer {
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uint faces[];
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};
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layout(push_constant) uniform pc {
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vec4 ModelOffset;
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vec4 Padding0;
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vec4 Padding1;
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vec4 Padding2;
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} push_constants;
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const uint TRI_TO_CORNER[6] = uint[6](0u, 1u, 2u, 0u, 2u, 3u);
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const vec3 NORMALS[8] = vec3[8](
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vec3( 0.0, 1.0, 0.0), // Face 0 (+Y)
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vec3( 0.0, -1.0, 0.0), // Face 1 (-Y)
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vec3( 1.0, 0.0, 0.0), // Face 2 (+X)
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vec3(-1.0, 0.0, 0.0), // Face 3 (-X)
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vec3( 0.0, 0.0, 1.0), // Face 4 (+Z)
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vec3( 0.0, 0.0, -1.0), // Face 5 (-Z)
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vec3(-0.7071, 0.0, 0.7071), // Face 6
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vec3( 0.7071, 0.0, 0.7071) // Face 7
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);
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const vec3 TANGENTS[8] = vec3[8](
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vec3( 1.0, 0.0, 0.0), // Face 0
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vec3( 1.0, 0.0, 0.0), // Face 1
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vec3( 0.0, 0.0, -1.0), // Face 2
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vec3( 0.0, 0.0, 1.0), // Face 3
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vec3( 1.0, 0.0, 0.0), // Face 4
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vec3(-1.0, 0.0, 0.0), // Face 5
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vec3( 0.7071, 0.0, 0.7071), // Face 6
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vec3( 0.7071, 0.0,-0.7071) // Face 7
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);
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const vec3 BITANGENTS[8] = vec3[8](
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vec3( 0.0, 0.0, 1.0), // Face 0
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vec3( 0.0, 0.0, -1.0), // Face 1
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vec3( 0.0, 1.0, 0.0), // Face 2
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vec3( 0.0, 1.0, 0.0), // Face 3
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vec3( 0.0, 1.0, 0.0), // Face 4
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vec3( 0.0, 1.0, 0.0), // Face 5
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vec3( 0.0, 1.0, 0.0), // Face 6
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vec3( 0.0, 1.0, 0.0) // Face 7
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);
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const vec2 CORNER_UVS[5][4] = vec2[5][4](
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vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
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vec2[4](vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5)),
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vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
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vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.5), vec2(0.5, 0.5), vec2(0.5, 1.0))
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);
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const vec2 CORNER_UVS_GRASS_BLOCK[8][4] = vec2[8][4](
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vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
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vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
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vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0))
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);
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const vec3 FACE_CORNERS[8][4] = vec3[8][4](
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vec3[4](vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)), // Face 0 (+Y)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), // Face 1 (-Y)
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vec3[4](vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 2 (+X)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(0.0, 1.0, 0.0)), // Face 3 (-X)
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vec3[4](vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(0.0, 1.0, 1.0)), // Face 4 (+Z)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)), // Face 5 (-Z)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 6 (cross model pane 1)
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vec3[4](vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 7 (cross model pane 2)
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);
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void main() {
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viewMatrix = viewUniform.matrix;
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uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
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uint triangleVertex = (uint(gl_VertexIndex))% 6u;
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uint cornerIndex = TRI_TO_CORNER[triangleVertex];
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uint packedFace = faces[faceRecordIndex];
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uint voxelX = packedFace & 0xFu;
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uint voxelY = (packedFace >> 4u) & 0xFu;
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uint voxelZ = (packedFace >> 8u) & 0xFu;
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uint faceId = (packedFace >> 12u) & 0x7u;
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uint matId = (packedFace >> 15u) & 0x7FFu;
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uint texIdxX = (packedFace >> 26u) & 0x7u;
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uint texIdxY = (packedFace >> 29u) & 0x7u;
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vec2 texID = vec2((texIdxX)/4.0,(texIdxY)/4.0);
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vec2 scalar = vec2(1.0/4.0,1.0/4.0);
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faceId = min(faceId, 7u);
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vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
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vec3 Offset = vec3(0,0,0);
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vec3 worldPos = localPos + Offset + push_constants.ModelOffset.xyz * 16.0;
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vec4 worldPosVec4 = vec4(worldPos, 1.0);
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gl_Position = projUniform.matrix * viewUniform.matrix * worldPosVec4;
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outPos = worldPosVec4;
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outNormal = NORMALS[faceId];
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outTangent = TANGENTS[faceId];
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outBitangent = BITANGENTS[faceId];
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vec2 atlasSize = vec2(64, 64);
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vec2 texel = 0.5 / atlasSize;
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vec2 tileMin = vec2(texIdxX, texIdxY) * scalar + texel;
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vec2 tileMax = vec2(texIdxX + 1u, texIdxY + 1u) * scalar - texel;
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outTextCoords = mix(tileMin, tileMax, CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex]);
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outMaterialID = matId;
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} |