voxelcore/res/shaders/lib/commons.glsl
lookibed 81489a13cf add block material shaders
- 'shader' property of block materials: shaders/materials/<name>.glslv, .glslf with material_vertex / material_fragment hooks and #param uniforms
- material shaders code is included into main, translucent and shadows programs through generated headers, no extra draw calls
- chunk vertex normal.w byte replaced with 'flags': bit 7 - emission flag, bits 0-6 - material shader index (vertex format size is not changed)
- doc/*/block-materials.md
2026-10-02 06:33:01 +03:00

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GLSL

#ifndef COMMONS_GLSL_
#define COMMONS_GLSL_
#include <constants>
vec3 apply_planet_curvature(vec3 modelPos, vec3 pos3d) {
modelPos.y -= pow(length(pos3d.xz) * CURVATURE_FACTOR, 3.0f);
return modelPos;
}
// chunk vertex flags (normal.w): bit 7 - emission flag, bits 0-6 - material
float unpack_emission(float w) {
return float(int(w * 255.0 + 0.5) >> 7);
}
int unpack_material(float w) {
return int(w * 255.0 + 0.5) & 127;
}
#endif // COMMONS_GLSL_