#include layout (location = 0) in vec3 v_position; layout (location = 1) in vec2 v_texCoord; layout (location = 2) in vec4 v_light; layout (location = 3) in vec4 v_normal; #include #include #include #include out vec4 a_torchLight; uniform float u_dayTime; #include <__materials_vertex__> void main() { a_material = unpack_material(v_normal.w); a_realnormal = v_normal.xyz * 2.0 - 1.0; a_modelpos = u_model * vec4(v_position, 1.0f); a_modelpos.xyz = apply_material_vertex(a_material, a_modelpos.xyz); vec3 pos3d = a_modelpos.xyz - u_cameraPos; a_normal = calc_screen_normal(a_realnormal); a_torchLight = vec4(calc_torch_light( v_light.rgb, a_realnormal, a_modelpos.xyz, u_torchlightColor, u_gamma ), 1.0); a_texCoord = v_texCoord; a_dir = a_modelpos.xyz - u_cameraPos; vec3 skyLightColor = pick_sky_color(u_skybox, u_dayTime, u_minSkyLight); a_skyLight = skyLightColor.rgb*v_light.a; mat4 viewmodel = u_view * u_model; a_distance = length(viewmodel * vec4(pos3d, 0.0)); a_fog = calc_fog(length(viewmodel * vec4(pos3d * FOG_POS_SCALE, 0.0)) / 256.0); a_emission = unpack_emission(v_normal.w); vec4 viewmodelpos = u_view * a_modelpos; a_position = viewmodelpos.xyz; gl_Position = u_proj * viewmodelpos; }