COSC-3P98-Final-Project/include/shaders/chunk.vert

55 lines
1.3 KiB
GLSL

#ifdef __cplusplus
#include <string>
std::string shader_chunk_vert = R"("
#version 300 es
precision mediump float;
//layout (location = 0) in vec3 vertex;
//layout (location = 1) in vec3 texture_coord;
const vec2 UV_COORDS[4] = vec2[4](
vec2(0, 0),
vec2(1, 0),
vec2(0, 1),
vec2(1, 1)
);
layout (location = 0) in float data;
out vec2 uv;
out float index;
uniform mat4 translation;
layout (std140) uniform StandardMatrices
{
mat4 projection;
mat4 view;
// projection view matrix
mat4 pvm;
// orthographic projection matrix
mat4 orthographic;
};
void main() {
const int texture_index_loc = 32 - 8;
const int uv_index_loc = texture_index_loc - 2;
const int x_coord_loc = uv_index_loc - 6;
const int y_coord_loc = x_coord_loc - 6;
const int z_coord_loc = y_coord_loc - 6;
int idata = floatBitsToInt(data);
int texture_index = idata >> texture_index_loc;
int uv_index = ((idata >> uv_index_loc) & 0x3);
float x_coord = float((idata >> x_coord_loc) & 0x3F);
float y_coord = float((idata >> y_coord_loc) & 0x3F);
float z_coord = float((idata >> z_coord_loc) & 0x3F);
index = float(texture_index);
gl_Position = projection * view * translation * vec4(-0.5 + x_coord, -0.5 + y_coord, -0.5 + z_coord, 1.0);
uv = UV_COORDS[uv_index].xy;
}
")";
#endif