2024-09-27 20:22:40 +00:00
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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2024-11-19 11:46:43 +00:00
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const int FaceRight = 0;
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const int FaceTop = 1;
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const int FaceBack = 2;
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const int FaceLeft = 3;
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const int FaceBottom = 4;
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const int FaceFront = 5;
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const int SurfaceSmooth = 0;
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const int SurfaceGlue = 1;
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const int SurfaceWeld = 2;
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const int SurfaceStuds = 3;
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const int SurfaceInlets = 4;
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const int SurfaceUniversal = 5;
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2024-09-27 20:22:40 +00:00
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out vec3 vPos;
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out vec3 vNormal;
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out vec2 vTexCoords;
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2024-11-19 11:46:43 +00:00
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flat out int vSurfaceZ;
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2024-09-27 20:22:40 +00:00
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uniform mat4 model;
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uniform mat3 normalMatrix;
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uniform mat4 view;
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uniform mat4 projection;
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2024-11-19 11:46:43 +00:00
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uniform int surfaces[6];
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uniform vec3 texScale;
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2024-09-27 20:22:40 +00:00
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vPos = vec3(model * vec4(aPos, 1.0));
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vNormal = normalMatrix * aNormal;
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2024-11-19 11:46:43 +00:00
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int vFace = aNormal == vec3(0,1,0) ? FaceTop :
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aNormal == vec3(0, -1, 0) ? FaceBottom :
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aNormal == vec3(1, 0, 0) ? FaceRight :
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aNormal == vec3(-1, 0, 0) ? FaceLeft :
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aNormal == vec3(0, 0, 1) ? FaceFront :
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aNormal == vec3(0, 0, -1) ? FaceBack : -1;
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vSurfaceZ = surfaces[vFace];
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// if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
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switch (vFace) {
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case FaceTop:
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case FaceBottom:
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// vTexCoords = aTexCoords * vec2(texScale.x / 2, fract(surfaceOffset + texScale.z / 12));
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vTexCoords = aTexCoords * vec2(texScale.x, texScale.z) / 2;
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break;
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case FaceLeft:
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case FaceRight:
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vTexCoords = aTexCoords * vec2(texScale.y, texScale.z) / 2;
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break;
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case FaceFront:
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case FaceBack:
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vTexCoords = aTexCoords * vec2(texScale.x, texScale.y) / 2;
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break;
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};
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2024-09-27 20:22:40 +00:00
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}
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