voxel-test/resources/shaders/tiling.vs
2024-12-23 18:45:07 +00:00

39 lines
1.1 KiB
GLSL

#version 330
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec2 vertexTexCoord2;
in vec4 vertexColor;
in vec4 vertexTangent; // metadata1
out vec2 fragTexCoord;
out vec2 fragTexCoord2;
out vec4 fragColor;
flat out int ambientOcclusionSide1;
flat out int ambientOcclusionSide2;
flat out int ambientOcclusionCorner1;
flat out int ambientOcclusionCorner2;
flat out int ambientOcclusionCorner3;
flat out int quadHeight;
flat out int quadWidth;
uniform mat4 mvp;
void main() {
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragTexCoord2 = vertexTexCoord2;
gl_Position = mvp*vec4(vertexPosition, 1.0);
// metadata 1 processing
ambientOcclusionSide1 = floatBitsToInt(vertexTangent.x);
ambientOcclusionSide2 = floatBitsToInt(vertexTangent.y);
int metadata1Z = floatBitsToInt(vertexTangent.z);
int metadata1W = floatBitsToInt(vertexTangent.w);
ambientOcclusionCorner1 = (metadata1Z & 0x1) >> 0;
ambientOcclusionCorner2 = (metadata1Z & 0x2) >> 1;
ambientOcclusionCorner3 = (metadata1Z & 0x4) >> 2;
quadHeight = (metadata1Z & 0x1f8) >> 3;
quadWidth = (metadata1Z & 0x7e00) >> 9;
}