33 lines
756 B
GLSL
33 lines
756 B
GLSL
in vec3 aPosition;
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in vec4 aTextureInfo;
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in vec3 aTextureOffset;
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in vec3 aColor;
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in vec2 aLighting;
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uniform mat4 perspectiveMatrix;
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uniform mat4 cameraMatrix;
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uniform ivec3 offset;
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uniform float lightLevel;
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uniform float skyOffset;
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out vec3 vColor;
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out vec4 vTextureInfo;
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out vec2 vTextureOffset;
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out float vAtlas;
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out vec3 vLighting;
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#include get_light
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void main() {
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vec3 pos = vec3(aPosition.x, -aPosition.y, aPosition.z);
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vec3 o = vec3(offset.x, -offset.y / 4096.0, offset.z);
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gl_Position = perspectiveMatrix * cameraMatrix * vec4(pos + o * 16.0, 1.0);
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vColor = aColor;
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vTextureInfo = aTextureInfo;
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vTextureOffset = aTextureOffset.xy / 16.0;
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vAtlas = aTextureOffset.z;
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vLighting = getLight(aLighting / (4000.0));
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}
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