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LuaVox/Work/assets/shaders/chunk/voxel.geom

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#version 450
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout(location = 0) in highp uvec3 Geometry[];
layout(location = 0) out Fragment {
vec3 GeoPos; // Реальная позиция в мире
uint VoxMTL; // Материал вокселя
vec2 LUV;
} fragment;
layout(push_constant) uniform UniformBufferObject {
mat4 projview;
mat4 model;
} ubo;
// struct VoxelVertexPoint {
// uint32_t
// FX : 9, FY : 9, FZ : 9, // Позиция
// Place : 3, // Положение распространения xz, xy, zy, и обратные
// N1 : 1, // Не занято
// LS : 1, // Масштаб карты освещения (1м/16 или 1м)
// TX : 8, TY : 8, // Размер+1
// VoxMtl : 16, // Материал вокселя DefVoxelId_t
// LU : 14, LV : 14, // Позиция на карте освещения
// N2 : 2; // Не занято
// };
void main() {
vec4 baseVec = vec4(
float(Geometry[0].x & 0x1ff) / 16.f,
float((Geometry[0].x >> 9) & 0x1ff) / 16.f,
float((Geometry[0].x >> 18) & 0x1ff) / 16.f,
1
);
vec2 size = vec2(
float(Geometry[0].y & 0xff)+1,
float((Geometry[0].y >> 8) & 0xff)+1
);
uint voxMTL = ((Geometry[0].y >> 16) & 0xffff);
vec2 luv = vec2(float(Geometry[0].z & 0x3fff)+0.5f, float((Geometry[0].z >> 14) & 0x3fff)+0.5f);
// Стартовая вершина
vec4 tempVec = baseVec;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv;
gl_Position = ubo.projview*tempVec;
EmitVertex();
int place = int(Geometry[0].x >> 27) & 0x3;
switch(place) {
case 0: // xz
tempVec = baseVec;
tempVec.x += size.x;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, 0);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.z += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(0, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.x += size.x;
tempVec.z += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
break;
case 1: // xy
tempVec = baseVec;
tempVec.x += size.x;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, 0);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(0, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.x += size.x;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
break;
case 2: // zy
tempVec = baseVec;
tempVec.z += size.x;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, 0);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(0, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.z += size.x;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
break;
case 3: // xz inv
tempVec = baseVec;
tempVec.z += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, 0);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.x += size.x;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(0, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.x += size.x;
tempVec.z += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
break;
case 4: // xy inv
tempVec = baseVec;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, 0);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.x += size.x;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(0, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.x += size.x;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
break;
case 5: // zy inv
tempVec = baseVec;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, 0);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.z += size.x;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(0, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
tempVec = baseVec;
tempVec.z += size.x;
tempVec.y += size.y;
tempVec = ubo.model*tempVec;
fragment.GeoPos = vec3(tempVec);
fragment.VoxMTL = voxMTL;
fragment.LUV = luv+vec2(size.x, size.y);
gl_Position = ubo.projview*tempVec;
EmitVertex();
break;
default:
break;
}
EndPrimitive();
}