#version 430 core layout(location = 0) in vec3 aPos; layout(location = 1) in vec3 aNormal; layout(location = 2) in uvec4 aPacked0; // bytes: baseTex, baseAlpha(255), ovl0Tex, ovl0Alpha layout(location = 3) in uvec4 aPacked1; // bytes: ovl1Tex, ovl1Alpha, ovl2Tex, ovl2Alpha layout(location = 4) in uvec4 aPacked2; // bytes: road0Tex, road0Alpha, road1Tex, road1Alpha layout(location = 5) in uvec4 aPacked3; // bits: rot fields + splitDir (see below) uniform mat4 uView; uniform mat4 uProjection; // Phase G.1+G.2: sky/scene UBO. Terrain reads uLights[0] for the sun // (slot 0 is reserved) plus uCellAmbient for outdoor ambient; the fog // fields are consumed by the fragment stage. struct Light { vec4 posAndKind; vec4 dirAndRange; vec4 colorAndIntensity; vec4 coneAngleEtc; }; layout(std140, binding = 1) uniform SceneLighting { Light uLights[8]; vec4 uCellAmbient; vec4 uFogParams; vec4 uFogColor; vec4 uCameraAndTime; }; out vec2 vBaseUV; out vec3 vWorldNormal; out vec3 vWorldPos; out vec3 vLightingRGB; // pre-computed sun+ambient contribution for retail-style AdjustPlanes bake // Per-layer "UV.xy in cell-local 0..1 space, tex index .z, alpha index .w". // Negative .z means "layer not present, skip it in the fragment shader." out vec4 vOverlay0; out vec4 vOverlay1; out vec4 vOverlay2; out vec4 vRoad0; out vec4 vRoad1; flat out float vBaseTexIdx; // Retail's "ambient floor" constant from the decompiled AdjustPlanes // path (r13 §7, DAT_00796344). Even a back-lit vertex sees at least // this fraction of the sun color — NOT additive with ambient. const float MIN_FACTOR = 0.08; // Port of WorldBuilder's Landscape.vert unpackOverlayLayer: sentinel-check // 255 → -1 (shader skips), then rotate the cell-local UV by the overlay's // 90° rotation count. vec4 unpackOverlayLayer(uint texIdxU, uint alphaIdxU, uint rotIdx, vec2 baseUV) { float texIdx = float(texIdxU); float alphaIdx = float(alphaIdxU); if (texIdx >= 254.0) texIdx = -1.0; if (alphaIdx >= 254.0) alphaIdx = -1.0; vec2 rotatedUV = baseUV; if (rotIdx == 1u) rotatedUV = vec2(1.0 - baseUV.y, baseUV.x); else if (rotIdx == 2u) rotatedUV = vec2(1.0 - baseUV.x, 1.0 - baseUV.y); else if (rotIdx == 3u) rotatedUV = vec2( baseUV.y, 1.0 - baseUV.x); return vec4(rotatedUV.x, rotatedUV.y, texIdx, alphaIdx); } void main() { // Unpack rotation fields from aPacked3. Bit layout (data3): // .x (byte 0): bits 0-1 rotBase (unused), 2-3 rotOvl0, 4-5 rotOvl1, 6-7 rotOvl2 // .y (byte 1): bits 0-1 rotRd0 (= data3 bit 8-9), // bits 2-3 rotRd1 (= data3 bit 10-11), // bit 4 splitDir (= data3 bit 12) uint rotOvl0 = (aPacked3.x >> 2u) & 3u; uint rotOvl1 = (aPacked3.x >> 4u) & 3u; uint rotOvl2 = (aPacked3.x >> 6u) & 3u; uint rotRd0 = aPacked3.y & 3u; uint rotRd1 = (aPacked3.y >> 2u) & 3u; uint splitDir= (aPacked3.y >> 4u) & 1u; // Derive which of the 4 cell corners this vertex represents from // gl_VertexID % 6. The CPU-side LandblockMesh emits vertices in a // specific order for each split direction; the tables below must stay // in lockstep with LandblockMesh.Build's SWtoNE/SEtoNW branches. // 2026-04-21 fix: geometry re-derived to match ACE's ConstructPolygons // convention. SWtoNE (cut BL→TR, y=x diagonal) now maps to the {BL,BR,TR} // + {BL,TR,TL} triangle pair; SEtoNW (cut BR→TL, x+y=1 diagonal) maps to // {BL,BR,TL} + {BR,TR,TL}. int vIdx = gl_VertexID % 6; int corner = 0; if (splitDir == 0u) { // SWtoNE order: BL, BR, TR, BL, TR, TL → corners 0, 1, 2, 0, 2, 3 if (vIdx == 0) corner = 0; else if (vIdx == 1) corner = 1; else if (vIdx == 2) corner = 2; else if (vIdx == 3) corner = 0; else if (vIdx == 4) corner = 2; else corner = 3; } else { // SEtoNW order: BL, BR, TL, BR, TR, TL → corners 0, 1, 3, 1, 2, 3 if (vIdx == 0) corner = 0; else if (vIdx == 1) corner = 1; else if (vIdx == 2) corner = 3; else if (vIdx == 3) corner = 1; else if (vIdx == 4) corner = 2; else corner = 3; } vec2 baseUV; if (corner == 0) baseUV = vec2(0.0, 1.0); else if (corner == 1) baseUV = vec2(1.0, 1.0); else if (corner == 2) baseUV = vec2(1.0, 0.0); else baseUV = vec2(0.0, 0.0); vBaseUV = baseUV; vWorldPos = aPos; vWorldNormal = normalize(aNormal); // Retail AdjustPlanes bake (r13 §7): // L = max(N · -sunDir, MIN_FACTOR) // vertex.color = sun_color * L + ambient_color // // Slot 0 of the UBO is the sun (directional). We read its forward // vector and pre-multiplied color, apply the ambient floor, layer // in the scene ambient separately. vec3 sunDir = uLights[0].dirAndRange.xyz; vec3 sunCol = uLights[0].colorAndIntensity.xyz * uLights[0].colorAndIntensity.w; float L = max(dot(vWorldNormal, -sunDir), MIN_FACTOR); vLightingRGB = sunCol * L + uCellAmbient.xyz; float baseTex = float(aPacked0.x); if (baseTex >= 254.0) baseTex = -1.0; vBaseTexIdx = baseTex; vOverlay0 = unpackOverlayLayer(aPacked0.z, aPacked0.w, rotOvl0, baseUV); vOverlay1 = unpackOverlayLayer(aPacked1.x, aPacked1.y, rotOvl1, baseUV); vOverlay2 = unpackOverlayLayer(aPacked1.z, aPacked1.w, rotOvl2, baseUV); vRoad0 = unpackOverlayLayer(aPacked2.x, aPacked2.y, rotRd0, baseUV); vRoad1 = unpackOverlayLayer(aPacked2.z, aPacked2.w, rotRd1, baseUV); gl_Position = uProjection * uView * vec4(aPos, 1.0); }