work on super basic grass plane rendering
This commit is contained in:
parent
0c5b0e9249
commit
726a43370e
@ -14,4 +14,5 @@ game_tick :: () {
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game_draw :: () {
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draw_sky(*cam);
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draw_ground_plane(*cam);
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}
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@ -263,6 +263,7 @@ tick_level_editor :: () {
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draw_level_editor :: () {
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draw_sky(*get_level_editor_camera(), *world.conf);
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draw_ground_plane(*get_level_editor_camera(), *world.conf);
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cam := get_level_editor_camera();
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mvp := create_viewproj(*cam);
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@ -18,8 +18,12 @@ gPipelines : struct {
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// Sky rendering.
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sky : Pipeline_Binding;
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// Renders sets of triles
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trile : Pipeline_Binding;
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// Renders the ground plane.
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plane : Pipeline_Binding;
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}
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create_pipelines :: () {
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@ -27,6 +31,7 @@ create_pipelines :: () {
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create_trixel_pipeline();
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create_trile_pipeline();
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create_sky_pipeline();
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create_plane_pipeline();
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}
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TRIXEL_SIZE_HALF : float : 1.0/32.0;
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@ -276,6 +281,52 @@ create_sky_pipeline :: () {
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gPipelines.sky.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
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}
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create_plane_pipeline :: () {
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pipeline: sg_pipeline_desc;
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shader_desc := plane_shader_desc(sg_query_backend());
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pipeline.shader = sg_make_shader(*shader_desc);
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pipeline.layout.buffers[0].stride = 4*3;
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pipeline.layout.attrs[ATTR_plane_position] = .{ format = .FLOAT3, buffer_index = 0 };
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pipeline.index_type = .UINT16;
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pipeline.depth = .{
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write_enabled = true,
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compare = .LESS_EQUAL,
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};
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color_state := sg_color_target_state.{
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pixel_format = .RGBA8,
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blend = .{
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enabled = true,
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src_factor_rgb = .SRC_ALPHA,
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dst_factor_rgb = .ONE_MINUS_SRC_ALPHA
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}
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};
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vertices: [4]Vector3 = .[
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.{-1.0, 0.0, -1.0},
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.{ 1.0, 0.0, -1.0},
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.{ 1.0, 0.0, 1.0},
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.{-1.0, 0.0, 1.0},
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];
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indices: [6]u16 = .[
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0, 1, 2,
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0, 2, 3,
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];
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pipeline.color_count = 1;
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pipeline.colors[0] = color_state;
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gPipelines.plane.pipeline = sg_make_pipeline(*pipeline);
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ibuffer := sg_buffer_desc.{ type = .INDEXBUFFER, data = .{ ptr = indices.data, size = 6 * 2 } };
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vbuffer := sg_buffer_desc.{ data = .{ ptr = vertices.data, size = 4 * 3 * 4 } };
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gPipelines.plane.bind.index_buffer = sg_make_buffer(*ibuffer);
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gPipelines.plane.bind.vertex_buffers[0] = sg_make_buffer(*vbuffer);
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}
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create_arbtri_pipeline :: () {
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pipeline: sg_pipeline_desc;
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shader_desc := triangle_shader_desc(sg_query_backend());
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17
src/rendering/groundplane.jai
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17
src/rendering/groundplane.jai
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@ -0,0 +1,17 @@
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draw_ground_plane :: (cam: *Camera, worldConfig: *World_Config = null) {
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mvp := create_viewproj(cam);
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vs_params : Plane_Vs_Params;
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world_conf : Plane_World_Config;
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wc : *World_Config = ifx worldConfig == null then *(World_Config.{}) else worldConfig;
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world_config_to_shader_type(wc, *world_conf);
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vs_params.mvp = mvp.floats;
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sg_apply_pipeline(gPipelines.plane.pipeline);
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sg_apply_bindings(*gPipelines.plane.bind);
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sg_apply_uniforms(UB_plane_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
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sg_apply_uniforms(UB_plane_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))}));
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sg_draw(0, 6, 10);
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}
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@ -1 +1,2 @@
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#load "groundplane.jai";
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#load "sky.jai";
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781
src/shaders/jai/shader_plane.jai
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781
src/shaders/jai/shader_plane.jai
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@ -0,0 +1,781 @@
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/*
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#version:1# (machine generated, don't edit!)
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Generated by sokol-shdc (https://github.com/floooh/sokol-tools)
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Cmdline:
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sokol-shdc -i shader_plane.glsl -o ./jai/shader_plane.jai -l glsl430:glsl300es:metal_macos -f sokol_jai
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Overview:
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=========
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Shader program: 'plane':
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Get shader desc: plane_shader_desc(sg_query_backend())
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Vertex Shader: vs_plane
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Fragment Shader: fs_plane
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Attributes:
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ATTR_plane_position => 0
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Bindings:
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Uniform block 'plane_vs_params':
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Jai struct: Plane_Vs_Params
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Bind slot: UB_plane_vs_params => 0
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Uniform block 'plane_world_config':
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Jai struct: Plane_World_Config
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Bind slot: UB_plane_world_config => 1
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*/
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ATTR_plane_position :: 0;
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UB_plane_vs_params :: 0;
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UB_plane_world_config :: 1;
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Plane_Vs_Params :: struct {
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mvp: [16]float;
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};
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Plane_World_Config :: struct {
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skyBase: [3]float;
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_: [4]u8;
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skyTop: [3]float;
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_: [4]u8;
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sunDisk: [3]float;
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_: [4]u8;
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horizonHalo: [3]float;
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_: [4]u8;
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sunHalo: [3]float;
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_: [4]u8;
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sunLightColor: [3]float;
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_: [4]u8;
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sunPosition: [3]float;
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sunIntensity: float;
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skyIntensity: float;
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hasClouds: s32;
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hasPlane: s32;
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planeHeight: float;
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planeType: s32;
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time: float;
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_: [8]u8;
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};
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/*
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#version 430
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uniform vec4 plane_vs_params[4];
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layout(location = 0) in vec4 position;
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layout(location = 0) out vec4 pos;
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layout(location = 1) flat out int idx;
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void main()
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{
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vec3 _16 = position.xyz * 1000.0;
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gl_Position = mat4(plane_vs_params[0], plane_vs_params[1], plane_vs_params[2], plane_vs_params[3]) * vec4(_16.x, (_16.y + 0.100000001490116119384765625) + (float(gl_InstanceID) * 0.004999999888241291046142578125), _16.z, 1.0);
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pos = position;
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idx = gl_InstanceID;
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}
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*/
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vs_plane_source_glsl430 := u8.[
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];
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/*
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#version 430
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struct plane_world_config
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{
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vec3 skyBase;
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vec3 skyTop;
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vec3 sunDisk;
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vec3 horizonHalo;
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vec3 sunHalo;
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vec3 sunLightColor;
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vec3 sunPosition;
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float sunIntensity;
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float skyIntensity;
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int hasClouds;
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int hasPlane;
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float planeHeight;
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int planeType;
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float time;
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};
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uniform plane_world_config _28;
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layout(location = 0) out vec4 frag_color;
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layout(location = 0) in vec4 pos;
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layout(location = 1) flat in int idx;
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float random(vec2 st)
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{
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return fract(sin(dot(st, vec2(12.98980045318603515625, 767.23297119140625))) * 43758.546875);
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}
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void main()
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{
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if (_28.planeType == 1)
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{
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frag_color = vec4(0.0, 0.0, 1.0, 1.0);
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}
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else
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{
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vec2 _63 = vec2(float(int(pos.x * 50000.0)), float(int(pos.z * 50000.0)));
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vec2 param = _63;
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if (random(param) < (float(idx) * 0.100000001490116119384765625))
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{
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discard;
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}
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vec2 param_1 = _63;
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frag_color = vec4(0.0, random(param_1) + 0.100000001490116119384765625, 0.0, 1.0);
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}
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}
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*/
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fs_plane_source_glsl430 := u8.[
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|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
|
||||
uniform vec4 plane_vs_params[4];
|
||||
layout(location = 0) in vec4 position;
|
||||
out vec4 pos;
|
||||
flat out int idx;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 _16 = position.xyz * 1000.0;
|
||||
gl_Position = mat4(plane_vs_params[0], plane_vs_params[1], plane_vs_params[2], plane_vs_params[3]) * vec4(_16.x, (_16.y + 0.100000001490116119384765625) + (float(gl_InstanceID) * 0.004999999888241291046142578125), _16.z, 1.0);
|
||||
pos = position;
|
||||
idx = gl_InstanceID;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_plane_source_glsl300es := u8.[
|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
precision mediump float;
|
||||
precision highp int;
|
||||
|
||||
struct plane_world_config
|
||||
{
|
||||
highp vec3 skyBase;
|
||||
highp vec3 skyTop;
|
||||
highp vec3 sunDisk;
|
||||
highp vec3 horizonHalo;
|
||||
highp vec3 sunHalo;
|
||||
highp vec3 sunLightColor;
|
||||
highp vec3 sunPosition;
|
||||
highp float sunIntensity;
|
||||
highp float skyIntensity;
|
||||
int hasClouds;
|
||||
int hasPlane;
|
||||
highp float planeHeight;
|
||||
int planeType;
|
||||
highp float time;
|
||||
};
|
||||
|
||||
uniform plane_world_config _28;
|
||||
|
||||
layout(location = 0) out highp vec4 frag_color;
|
||||
in highp vec4 pos;
|
||||
flat in int idx;
|
||||
|
||||
highp float random(highp vec2 st)
|
||||
{
|
||||
return fract(sin(dot(st, vec2(12.98980045318603515625, 767.23297119140625))) * 43758.546875);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
if (_28.planeType == 1)
|
||||
{
|
||||
frag_color = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
highp vec2 _63 = vec2(float(int(pos.x * 50000.0)), float(int(pos.z * 50000.0)));
|
||||
highp vec2 param = _63;
|
||||
if (random(param) < (float(idx) * 0.100000001490116119384765625))
|
||||
{
|
||||
discard;
|
||||
}
|
||||
highp vec2 param_1 = _63;
|
||||
frag_color = vec4(0.0, random(param_1) + 0.100000001490116119384765625, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
fs_plane_source_glsl300es := u8.[
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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0x00,
|
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];
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct plane_vs_params
|
||||
{
|
||||
float4x4 mvp;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 pos [[user(locn0)]];
|
||||
int idx [[user(locn1)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float4 position [[attribute(0)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant plane_vs_params& _28 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]])
|
||||
{
|
||||
main0_out out = {};
|
||||
float3 _16 = in.position.xyz * 1000.0;
|
||||
out.gl_Position = _28.mvp * float4(_16.x, (_16.y + 0.100000001490116119384765625) + (float(int(gl_InstanceIndex)) * 0.004999999888241291046142578125), _16.z, 1.0);
|
||||
out.pos = in.position;
|
||||
out.idx = int(gl_InstanceIndex);
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
vs_plane_source_metal_macos := u8.[
|
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0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
|
||||
#include <metal_stdlib>
|
||||
#include <simd/simd.h>
|
||||
|
||||
using namespace metal;
|
||||
|
||||
struct plane_world_config
|
||||
{
|
||||
float3 skyBase;
|
||||
float3 skyTop;
|
||||
float3 sunDisk;
|
||||
float3 horizonHalo;
|
||||
float3 sunHalo;
|
||||
float3 sunLightColor;
|
||||
packed_float3 sunPosition;
|
||||
float sunIntensity;
|
||||
float skyIntensity;
|
||||
int hasClouds;
|
||||
int hasPlane;
|
||||
float planeHeight;
|
||||
int planeType;
|
||||
float time;
|
||||
};
|
||||
|
||||
struct main0_out
|
||||
{
|
||||
float4 frag_color [[color(0)]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float4 pos [[user(locn0)]];
|
||||
int idx [[user(locn1)]];
|
||||
};
|
||||
|
||||
static inline __attribute__((always_inline))
|
||||
float random(thread const float2& st)
|
||||
{
|
||||
return fract(sin(dot(st, float2(12.98980045318603515625, 767.23297119140625))) * 43758.546875);
|
||||
}
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], constant plane_world_config& _28 [[buffer(0)]])
|
||||
{
|
||||
main0_out out = {};
|
||||
if (_28.planeType == 1)
|
||||
{
|
||||
out.frag_color = float4(0.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float2 _63 = float2(float(int(in.pos.x * 50000.0)), float(int(in.pos.z * 50000.0)));
|
||||
float2 param = _63;
|
||||
if (random(param) < (float(in.idx) * 0.100000001490116119384765625))
|
||||
{
|
||||
discard_fragment();
|
||||
}
|
||||
float2 param_1 = _63;
|
||||
out.frag_color = float4(0.0, random(param_1) + 0.100000001490116119384765625, 0.0, 1.0);
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
fs_plane_source_metal_macos := u8.[
|
||||
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|
||||
0x6d,0x5f,0x31,0x20,0x3d,0x20,0x5f,0x36,0x33,0x3b,0x0a,0x20,0x20,0x20,0x20,0x20,
|
||||
0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x20,0x3d,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x28,0x30,0x2e,0x30,0x2c,0x20,
|
||||
0x72,0x61,0x6e,0x64,0x6f,0x6d,0x28,0x70,0x61,0x72,0x61,0x6d,0x5f,0x31,0x29,0x20,
|
||||
0x2b,0x20,0x30,0x2e,0x31,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x31,0x34,0x39,0x30,
|
||||
0x31,0x31,0x36,0x31,0x31,0x39,0x33,0x38,0x34,0x37,0x36,0x35,0x36,0x32,0x35,0x2c,
|
||||
0x20,0x30,0x2e,0x30,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
||||
0x7d,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,
|
||||
0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
plane_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||
desc: sg_shader_desc;
|
||||
desc.label = "plane_shader";
|
||||
if backend == {
|
||||
case .GLCORE;
|
||||
desc.vertex_func.source = xx *vs_plane_source_glsl430;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_plane_source_glsl430;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 64;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "plane_vs_params";
|
||||
desc.uniform_blocks[1].stage = .FRAGMENT;
|
||||
desc.uniform_blocks[1].layout = .STD140;
|
||||
desc.uniform_blocks[1].size = 144;
|
||||
desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[0].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "_28.skyBase";
|
||||
desc.uniform_blocks[1].glsl_uniforms[1].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[1].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[1].glsl_name = "_28.skyTop";
|
||||
desc.uniform_blocks[1].glsl_uniforms[2].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[2].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[2].glsl_name = "_28.sunDisk";
|
||||
desc.uniform_blocks[1].glsl_uniforms[3].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[3].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[3].glsl_name = "_28.horizonHalo";
|
||||
desc.uniform_blocks[1].glsl_uniforms[4].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[4].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[4].glsl_name = "_28.sunHalo";
|
||||
desc.uniform_blocks[1].glsl_uniforms[5].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[5].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[5].glsl_name = "_28.sunLightColor";
|
||||
desc.uniform_blocks[1].glsl_uniforms[6].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[6].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[6].glsl_name = "_28.sunPosition";
|
||||
desc.uniform_blocks[1].glsl_uniforms[7].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[7].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[7].glsl_name = "_28.sunIntensity";
|
||||
desc.uniform_blocks[1].glsl_uniforms[8].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[8].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[8].glsl_name = "_28.skyIntensity";
|
||||
desc.uniform_blocks[1].glsl_uniforms[9].type = .INT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[9].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[9].glsl_name = "_28.hasClouds";
|
||||
desc.uniform_blocks[1].glsl_uniforms[10].type = .INT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[10].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[10].glsl_name = "_28.hasPlane";
|
||||
desc.uniform_blocks[1].glsl_uniforms[11].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[11].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[11].glsl_name = "_28.planeHeight";
|
||||
desc.uniform_blocks[1].glsl_uniforms[12].type = .INT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[12].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[12].glsl_name = "_28.planeType";
|
||||
desc.uniform_blocks[1].glsl_uniforms[13].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[13].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[13].glsl_name = "_28.time";
|
||||
case .GLES3;
|
||||
desc.vertex_func.source = xx *vs_plane_source_glsl300es;
|
||||
desc.vertex_func.entry = "main";
|
||||
desc.fragment_func.source = xx *fs_plane_source_glsl300es;
|
||||
desc.fragment_func.entry = "main";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.attrs[0].glsl_name = "position";
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 64;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].type = .FLOAT4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 4;
|
||||
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "plane_vs_params";
|
||||
desc.uniform_blocks[1].stage = .FRAGMENT;
|
||||
desc.uniform_blocks[1].layout = .STD140;
|
||||
desc.uniform_blocks[1].size = 144;
|
||||
desc.uniform_blocks[1].glsl_uniforms[0].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[0].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[0].glsl_name = "_28.skyBase";
|
||||
desc.uniform_blocks[1].glsl_uniforms[1].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[1].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[1].glsl_name = "_28.skyTop";
|
||||
desc.uniform_blocks[1].glsl_uniforms[2].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[2].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[2].glsl_name = "_28.sunDisk";
|
||||
desc.uniform_blocks[1].glsl_uniforms[3].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[3].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[3].glsl_name = "_28.horizonHalo";
|
||||
desc.uniform_blocks[1].glsl_uniforms[4].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[4].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[4].glsl_name = "_28.sunHalo";
|
||||
desc.uniform_blocks[1].glsl_uniforms[5].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[5].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[5].glsl_name = "_28.sunLightColor";
|
||||
desc.uniform_blocks[1].glsl_uniforms[6].type = .FLOAT3;
|
||||
desc.uniform_blocks[1].glsl_uniforms[6].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[6].glsl_name = "_28.sunPosition";
|
||||
desc.uniform_blocks[1].glsl_uniforms[7].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[7].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[7].glsl_name = "_28.sunIntensity";
|
||||
desc.uniform_blocks[1].glsl_uniforms[8].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[8].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[8].glsl_name = "_28.skyIntensity";
|
||||
desc.uniform_blocks[1].glsl_uniforms[9].type = .INT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[9].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[9].glsl_name = "_28.hasClouds";
|
||||
desc.uniform_blocks[1].glsl_uniforms[10].type = .INT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[10].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[10].glsl_name = "_28.hasPlane";
|
||||
desc.uniform_blocks[1].glsl_uniforms[11].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[11].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[11].glsl_name = "_28.planeHeight";
|
||||
desc.uniform_blocks[1].glsl_uniforms[12].type = .INT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[12].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[12].glsl_name = "_28.planeType";
|
||||
desc.uniform_blocks[1].glsl_uniforms[13].type = .FLOAT;
|
||||
desc.uniform_blocks[1].glsl_uniforms[13].array_count = 0;
|
||||
desc.uniform_blocks[1].glsl_uniforms[13].glsl_name = "_28.time";
|
||||
case .METAL_MACOS;
|
||||
desc.vertex_func.source = xx *vs_plane_source_metal_macos;
|
||||
desc.vertex_func.entry = "main0";
|
||||
desc.fragment_func.source = xx *fs_plane_source_metal_macos;
|
||||
desc.fragment_func.entry = "main0";
|
||||
desc.attrs[0].base_type = .FLOAT;
|
||||
desc.uniform_blocks[0].stage = .VERTEX;
|
||||
desc.uniform_blocks[0].layout = .STD140;
|
||||
desc.uniform_blocks[0].size = 64;
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0;
|
||||
desc.uniform_blocks[1].stage = .FRAGMENT;
|
||||
desc.uniform_blocks[1].layout = .STD140;
|
||||
desc.uniform_blocks[1].size = 144;
|
||||
desc.uniform_blocks[1].msl_buffer_n = 0;
|
||||
}
|
||||
return desc;
|
||||
}
|
||||
@ -43,6 +43,7 @@ SMP_smp :: 0;
|
||||
void main()
|
||||
{
|
||||
gl_Position = position;
|
||||
gl_Position.y += (float(gl_InstanceID) * 0.100000001490116119384765625);
|
||||
color = color0;
|
||||
texcoord = uv;
|
||||
}
|
||||
@ -64,9 +65,14 @@ vs_source_glsl430 := u8.[
|
||||
0x65,0x63,0x34,0x20,0x75,0x76,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,
|
||||
0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,
|
||||
0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,
|
||||
0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,
|
||||
0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x20,0x20,0x20,0x20,0x74,0x65,0x78,0x63,0x6f,
|
||||
0x6f,0x72,0x64,0x20,0x3d,0x20,0x75,0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,
|
||||
0x6f,0x6e,0x2e,0x79,0x20,0x2b,0x3d,0x20,0x28,0x66,0x6c,0x6f,0x61,0x74,0x28,0x67,
|
||||
0x6c,0x5f,0x49,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x49,0x44,0x29,0x20,0x2a,0x20,
|
||||
0x30,0x2e,0x31,0x30,0x30,0x30,0x30,0x30,0x30,0x30,0x31,0x34,0x39,0x30,0x31,0x31,
|
||||
0x36,0x31,0x31,0x39,0x33,0x38,0x34,0x37,0x36,0x35,0x36,0x32,0x35,0x29,0x3b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x30,0x3b,0x0a,0x20,0x20,0x20,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,
|
||||
0x20,0x3d,0x20,0x75,0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 430
|
||||
@ -168,6 +174,7 @@ fs_source_glsl430 := u8.[
|
||||
void main()
|
||||
{
|
||||
gl_Position = position;
|
||||
gl_Position.y += (float(gl_InstanceID) * 0.100000001490116119384765625);
|
||||
color = color0;
|
||||
texcoord = uv;
|
||||
}
|
||||
@ -187,9 +194,14 @@ vs_source_glsl300es := u8.[
|
||||
0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,
|
||||
0x3d,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
||||
0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x20,0x3d,0x20,0x75,
|
||||
0x76,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x2e,0x79,0x20,0x2b,0x3d,
|
||||
0x20,0x28,0x66,0x6c,0x6f,0x61,0x74,0x28,0x67,0x6c,0x5f,0x49,0x6e,0x73,0x74,0x61,
|
||||
0x6e,0x63,0x65,0x49,0x44,0x29,0x20,0x2a,0x20,0x30,0x2e,0x31,0x30,0x30,0x30,0x30,
|
||||
0x30,0x30,0x30,0x31,0x34,0x39,0x30,0x31,0x31,0x36,0x31,0x31,0x39,0x33,0x38,0x34,
|
||||
0x37,0x36,0x35,0x36,0x32,0x35,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,
|
||||
0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x20,0x20,0x20,
|
||||
0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x20,0x3d,0x20,0x75,0x76,0x3b,0x0a,
|
||||
0x7d,0x0a,0x0a,0x00,
|
||||
];
|
||||
/*
|
||||
#version 300 es
|
||||
@ -304,10 +316,11 @@ fs_source_glsl300es := u8.[
|
||||
float4 uv [[attribute(2)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]])
|
||||
vertex main0_out main0(main0_in in [[stage_in]], uint gl_InstanceIndex [[instance_id]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.gl_Position = in.position;
|
||||
out.gl_Position.y += (float(int(gl_InstanceIndex)) * 0.100000001490116119384765625);
|
||||
out.color = in.color0;
|
||||
out.texcoord = in.uv;
|
||||
return out;
|
||||
@ -338,11 +351,19 @@ vs_source_metal_macos := u8.[
|
||||
0x28,0x32,0x29,0x5d,0x5d,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x76,0x65,0x72,0x74,0x65,
|
||||
0x78,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,
|
||||
0x30,0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,
|
||||
0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,
|
||||
0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,0x74,0x20,
|
||||
0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x67,0x6c,
|
||||
0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x69,0x6e,0x2e,0x70,
|
||||
0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,
|
||||
0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x2c,0x20,0x75,0x69,0x6e,0x74,
|
||||
0x20,0x67,0x6c,0x5f,0x49,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x49,0x6e,0x64,0x65,
|
||||
0x78,0x20,0x5b,0x5b,0x69,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x5f,0x69,0x64,0x5d,
|
||||
0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,
|
||||
0x75,0x74,0x20,0x6f,0x75,0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,
|
||||
0x20,0x6f,0x75,0x74,0x2e,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,
|
||||
0x20,0x3d,0x20,0x69,0x6e,0x2e,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,
|
||||
0x69,0x6f,0x6e,0x2e,0x79,0x20,0x2b,0x3d,0x20,0x28,0x66,0x6c,0x6f,0x61,0x74,0x28,
|
||||
0x69,0x6e,0x74,0x28,0x67,0x6c,0x5f,0x49,0x6e,0x73,0x74,0x61,0x6e,0x63,0x65,0x49,
|
||||
0x6e,0x64,0x65,0x78,0x29,0x29,0x20,0x2a,0x20,0x30,0x2e,0x31,0x30,0x30,0x30,0x30,
|
||||
0x30,0x30,0x30,0x31,0x34,0x39,0x30,0x31,0x31,0x36,0x31,0x31,0x39,0x33,0x38,0x34,
|
||||
0x37,0x36,0x35,0x36,0x32,0x35,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,
|
||||
0x2e,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x69,0x6e,0x2e,0x63,0x6f,0x6c,0x6f,
|
||||
0x72,0x30,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x74,0x65,0x78,0x63,
|
||||
0x6f,0x6f,0x72,0x64,0x20,0x3d,0x20,0x69,0x6e,0x2e,0x75,0x76,0x3b,0x0a,0x20,0x20,
|
||||
|
||||
65
src/shaders/shader_plane.glsl
Normal file
65
src/shaders/shader_plane.glsl
Normal file
@ -0,0 +1,65 @@
|
||||
@vs vs_plane
|
||||
|
||||
in vec4 position;
|
||||
|
||||
layout(binding=0) uniform plane_vs_params {
|
||||
mat4 mvp;
|
||||
};
|
||||
|
||||
out vec4 pos;
|
||||
out flat int idx;
|
||||
|
||||
|
||||
void main() {
|
||||
vec3 multisize = vec3(position.xyz * 1000.0);
|
||||
gl_Position = mvp * (vec4(multisize.x, multisize.y + 0.1 + float(gl_InstanceIndex) * 0.005, multisize.z, 1.0));
|
||||
pos = position;
|
||||
idx = gl_InstanceIndex;
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs_plane
|
||||
|
||||
in vec4 pos;
|
||||
in flat int idx;
|
||||
out vec4 frag_color;
|
||||
|
||||
float random (vec2 st) {
|
||||
return fract(sin(dot(st.xy, vec2(12.9898,767.233)))* 43758.5453123);
|
||||
}
|
||||
|
||||
layout(binding=1) uniform plane_world_config {
|
||||
vec3 skyBase;
|
||||
vec3 skyTop;
|
||||
vec3 sunDisk;
|
||||
vec3 horizonHalo;
|
||||
vec3 sunHalo;
|
||||
vec3 sunLightColor;
|
||||
vec3 sunPosition;
|
||||
float sunIntensity;
|
||||
float skyIntensity;
|
||||
|
||||
int hasClouds;
|
||||
|
||||
int hasPlane;
|
||||
float planeHeight;
|
||||
int planeType;
|
||||
|
||||
float time;
|
||||
};
|
||||
|
||||
void main() {
|
||||
if(planeType == 1) {
|
||||
frag_color = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
} else {
|
||||
vec2 approxPos = vec2(int(pos.x * 50000.0), int(pos.z * 50000.0));
|
||||
float height = random(approxPos);
|
||||
if(height < float(idx) * 0.1) {
|
||||
discard;
|
||||
}
|
||||
frag_color = vec4(0.0, random(approxPos) + 0.1, 0.0, 1.0);
|
||||
}
|
||||
}
|
||||
@end
|
||||
|
||||
@program plane vs_plane fs_plane
|
||||
@ -8,6 +8,7 @@ out vec4 texcoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = position;
|
||||
gl_Position.y += float(gl_InstanceIndex) * 0.1;
|
||||
color = color0;
|
||||
texcoord = uv;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user