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/* | |
* Copyright (c) 2023 lax1dude. All Rights Reserved. | |
* | |
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND | |
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. | |
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, | |
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT | |
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | |
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, | |
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
* | |
*/ | |
in vec3 a_position3f; | |
in vec2 a_texture2f; | |
out vec2 v_texture2f; | |
uniform mat4 u_textureMat4f01; | |
uniform mat4 u_modelviewProjMat4f; | |
in vec4 a_normal4f; | |
uniform float u_blockConstant1f; | |
in vec2 a_lightmap2f; | |
uniform mat4 u_textureMat4f02; | |
uniform vec2 u_textureCoords02; | |
uniform mat4 u_modelMatrix4f; | |
uniform mat4 u_viewMatrix4f; | |
uniform vec3 u_wavingBlockOffset3f; | |
uniform vec4 u_wavingBlockParam4f; | |
valueOut = abs(1.0 - fract(valueIn * 0.159155) * 2.0);\ | |
valueOut = valueOut * valueOut * (6.0 - 4.0 * valueOut) - 1.0; | |
void main() { | |
vec3 v_textureTmp3f = TEX_MAT3(u_textureMat4f01) * vec3(a_texture2f, 1.0); | |
v_texture2f = v_textureTmp3f.xy / v_textureTmp3f.z; | |
vec4 pos = vec4(a_position3f, 1.0); | |
float blockId = floor((a_normal4f.w + 1.0) * 127.0 + 0.5); | |
float blockId = u_blockConstant1f; | |
mat4x2 texMat4x2 = mat4x2( | |
u_textureMat4f02[0].yw, | |
u_textureMat4f02[1].yw, | |
u_textureMat4f02[2].yw, | |
u_textureMat4f02[3].yw | |
); | |
vec2 v_lightmapTmp2f = texMat4x2 * vec4(a_lightmap2f, 0.0, 1.0); | |
v_lightmapTmp2f.x = v_lightmapTmp2f.x / v_lightmapTmp2f.y; | |
vec2 v_lightmapTmp2f = vec2(u_textureCoords02.y, 0.0); | |
if(v_lightmapTmp2f.x > 0.33) { | |
COMPUTE_WAVING_BLOCKS(pos, min(v_lightmapTmp2f.x * 3.0 - 1.0, 1.0), 24.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f) | |
}else { | |
pos = u_modelviewProjMat4f * pos; | |
} | |
COMPUTE_WAVING_BLOCKS(pos, 1.0, 32.0, blockId, u_modelMatrix4f, u_viewMatrix4f, u_modelviewProjMat4f, u_wavingBlockOffset3f, u_wavingBlockParam4f) | |
gl_Position = pos; | |
gl_Position = u_modelviewProjMat4f * vec4(a_position3f, 1.0); | |
} | |