#version 330 core layout (location = 0) in uint packed_data; int x, y, z; int voxel_id; int face_id; int ao_id; int flip_id; uniform mat4 m_proj; uniform mat4 m_view; uniform mat4 m_model; out vec3 voxel_color; out vec2 uv; out float shading; const float ao_values[4] = float[4](0.1, 0.25, 0.1, 1.0); const float face_shading[6] = float[6]( 1.0, 0.5, // top bottom 0.5, 0.8, // right left 0.5, 0.8 // front back ); const vec2 uv_coords[4] = vec2[4]( vec2(0, 0), vec2(0, 1), vec2(1, 0), vec2(1, 1) ); const int uv_indices[24] = int[24]( 1, 0, 2, 1, 2, 3, // tex coord indices for vertices of an even face 3, 0, 2, 3, 1, 0, // odd face 3, 1, 0, 3, 0, 2, // even flipped face 1, 2, 3, 1, 0, 2 // odd flipped face ); vec3 hash31(float p) { vec3 p3 = fract(vec3(p * 21.2) * vec3(0.1031, 0.1030, 0.0973)); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.xxy + p3.yzz) * p3.zyx) + 0.05; } void unpack(uint packed_data) { // a, b, c, d, e, f, g = x, y, z, voxel_id, face_id, ao_id, flip_id uint b_bit = 6u, c_bit = 6u, d_bit = 8u, e_bit = 3u, f_bit = 2u, g_bit = 1u; uint b_mask = 63u, c_mask = 63u, d_mask = 255u, e_mask = 7u, f_mask = 3u, g_mask = 1u; uint fg_bit = f_bit + g_bit; uint efg_bit = e_bit + fg_bit; uint defg_bit = d_bit + efg_bit; uint cdefg_bit = c_bit + defg_bit; uint bcdefg_bit = b_bit + cdefg_bit; x = int(packed_data >> bcdefg_bit); y = int((packed_data >> cdefg_bit) & b_mask); z = int((packed_data >> defg_bit) & c_mask); voxel_id = int((packed_data >> efg_bit) & d_mask); face_id = int((packed_data >> fg_bit) & e_mask); ao_id = int((packed_data >> g_bit) & f_mask); flip_id = int(packed_data & g_mask); } void main() { unpack(packed_data); vec3 in_position = vec3(x, y, z); int uv_index = gl_VertexID % 6 + ((face_id & 1) + flip_id * 2) * 6; uv = uv_coords[uv_indices[uv_index]]; voxel_color = hash31(voxel_id); shading = face_shading[face_id] * ao_values[ao_id]; gl_Position = m_proj * m_view * m_model * vec4(in_position, 1.0); }