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- '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
22 lines
651 B
GLSL
22 lines
651 B
GLSL
#include <commons>
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec4 v_light;
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layout (location = 3) in vec4 v_normal;
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// same vertex stage interface as world shaders for material shaders
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#include <world_vertex_header>
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uniform float u_dayTime;
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#include <__materials_vertex__>
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void main() {
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a_texCoord = v_texCoord;
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a_material = unpack_material(v_normal.w);
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a_realnormal = v_normal.xyz * 2.0 - 1.0;
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a_modelpos = u_model * vec4(v_position, 1.0f);
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a_modelpos.xyz = apply_material_vertex(a_material, a_modelpos.xyz);
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gl_Position = u_proj * u_view * a_modelpos;
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}
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