39 lines
1.1 KiB
GLSL
39 lines
1.1 KiB
GLSL
#version 330
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec2 vertexTileTexCoord;
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in uvec4 vertexMetadata1;
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in uvec4 vertexOcclusionSides;
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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out vec2 fragTileTexCoord;
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flat out uvec4 occlusionSides;
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flat out int topLeftObscured;
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flat out int topRightObscured;
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flat out int bottomLeftObscured;
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flat out int bottomRightObscured;
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flat out int quadHeight;
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flat out int quadWidth;
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uniform mat4 mvp;
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void main() {
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fragTexCoord = vertexTexCoord;
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fragTileTexCoord = vertexTileTexCoord;
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fragNormal = vertexNormal;
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occlusionSides = vertexOcclusionSides;
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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// metadata 1 parsing
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int metadata1W = int(vertexMetadata1.w);
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topLeftObscured = (metadata1W & 0x1); // Take 0th bit.
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topRightObscured = (metadata1W & 0x2) >> 1; // Take 1st bits.
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bottomLeftObscured = (metadata1W & 0x4) >> 2; // Take 2nd bits.
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bottomRightObscured = (metadata1W & 0x8) >> 3; // Take 3rd bits.
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quadHeight = (metadata1W & 0x3f0) >> 4; // Take 4rd-9th bits.
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quadWidth = (metadata1W & 0xfc00) >> 10; // Take 10th-16th bits.
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}
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