allow armature fixups on model load
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_board_view.h
1 #ifndef SHADER_model_board_view_H
2 #define SHADER_model_board_view_H
3 static void shader_model_board_view_link(void);
4 static void shader_model_board_view_register(void);
5 static struct vg_shader _shader_model_board_view = {
6 .name = "model_board_view",
7 .link = shader_model_board_view_link,
8 .vs =
9 {
10 .orig_file = "shaders/model.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
18 "\n"
19 "#line 1 1 \n"
20 "const float k_motion_lerp_amount = 0.01;\n"
21 "\n"
22 "#line 2 0 \n"
23 "\n"
24 "out vec3 aMotionVec0;\n"
25 "out vec3 aMotionVec1;\n"
26 "\n"
27 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
28 "{\n"
29 " // This magically solves some artifacting errors!\n"
30 " //\n"
31 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
32 "\n"
33 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
34 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
35 "}\n"
36 "\n"
37 "#line 9 0 \n"
38 "\n"
39 "uniform mat4x3 uMdl;\n"
40 "uniform mat4 uPv;\n"
41 "uniform mat4 uPvmPrev;\n"
42 "\n"
43 "out vec4 aColour;\n"
44 "out vec2 aUv;\n"
45 "out vec3 aNorm;\n"
46 "out vec3 aCo;\n"
47 "out vec3 aWorldCo;\n"
48 "\n"
49 "void main()\n"
50 "{\n"
51 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
52 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
53 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
54 "\n"
55 " vs_motion_out( vproj0, vproj1 );\n"
56 "\n"
57 " gl_Position = vproj0;\n"
58 " aWorldCo = world_pos0;\n"
59 " aColour = a_colour;\n"
60 " aUv = a_uv;\n"
61 " aNorm = mat3(uMdl) * a_norm;\n"
62 " aCo = a_co;\n"
63 "}\n"
64 ""},
65 .fs =
66 {
67 .orig_file = "shaders/model_character_view.fs",
68 .static_src =
69 "uniform sampler2D uTexMain;\n"
70 "uniform vec3 uCamera;\n"
71 "\n"
72 "in vec4 aColour;\n"
73 "in vec2 aUv;\n"
74 "in vec3 aNorm;\n"
75 "in vec3 aCo;\n"
76 "in vec3 aWorldCo;\n"
77 "\n"
78 "#line 1 1 \n"
79 "layout (location = 0) out vec4 oColour;\n"
80 "\n"
81 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
82 "layout (std140) uniform ub_world_lighting\n"
83 "{\n"
84 " vec4 g_cube_min;\n"
85 " vec4 g_cube_inv_range;\n"
86 "\n"
87 " vec4 g_water_plane;\n"
88 " vec4 g_depth_bounds;\n"
89 "\n"
90 " vec4 g_daysky_colour;\n"
91 " vec4 g_nightsky_colour;\n"
92 " vec4 g_sunset_colour;\n"
93 " vec4 g_ambient_colour;\n"
94 " vec4 g_sunset_ambient;\n"
95 " vec4 g_sun_colour;\n"
96 " vec4 g_sun_dir;\n"
97 " vec4 g_board_0;\n"
98 " vec4 g_board_1;\n"
99 "\n"
100 " float g_water_fog;\n"
101 " float g_time;\n"
102 " float g_realtime;\n"
103 " float g_shadow_length;\n"
104 " float g_shadow_spread;\n"
105 "\n"
106 " float g_time_of_day;\n"
107 " float g_day_phase;\n"
108 " float g_sunset_phase;\n"
109 "\n"
110 " int g_light_preview;\n"
111 " int g_shadow_samples;\n"
112 "\n"
113 " int g_debug_indices;\n"
114 " int g_debug_complexity;\n"
115 "};\n"
116 "\n"
117 "uniform sampler2D g_world_depth;\n"
118 "uniform samplerBuffer uLightsArray;\n"
119 "uniform usampler3D uLightsIndex;\n"
120 "\n"
121 "#line 1 1 \n"
122 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
123 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
124 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
125 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
126 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
127 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
128 "\n"
129 "const float SUN_ANGLE = 0.0001;\n"
130 "const float PI = 3.14159265358979323846264;\n"
131 "\n"
132 "//struct world_info\n"
133 "//{\n"
134 "// float time,\n"
135 "// time_of_day,\n"
136 "// day_phase,\n"
137 "// sunset_phase;\n"
138 "// \n"
139 "// vec3 sun_dir;\n"
140 "//};\n"
141 "\n"
142 "vec3 rand33(vec3 p3)\n"
143 "{\n"
144 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
145 " p3 += dot(p3, p3.yxz+33.33);\n"
146 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
147 "}\n"
148 "\n"
149 "float stars( vec3 rd, float rr, float size ){\n"
150 " vec3 co = rd * rr;\n"
151 "\n"
152 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
153 "\n"
154 " float spaces = 1.0 / rr;\n"
155 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
156 " a -= mod(a, spaces) - spaces * 0.5;\n"
157 "\n"
158 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
159 " \n"
160 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
161 " plane = plane - mod(plane, PI / count);\n"
162 "\n"
163 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
164 "\n"
165 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
166 " float ydist = sqrt(rr * rr - level * level);\n"
167 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
168 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
169 " float star = smoothstep(size, 0.0, distance(center, co));\n"
170 " return star;\n"
171 "}\n"
172 "\n"
173 "float luminance( vec3 v )\n"
174 "{\n"
175 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
176 "}\n"
177 "\n"
178 "vec3 clearskies_ambient( vec3 dir )\n"
179 "{\n"
180 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
181 " float sky_gradient = dir.y;\n"
182 " \n"
183 " /* Blend phase colours */\n"
184 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
185 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
186 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
187 " \n"
188 " /* Add gradient */\n"
189 " ambient -= sky_gradient * luminance(ambient);\n"
190 " \n"
191 " return ambient;\n"
192 "}\n"
193 "\n"
194 "vec3 clearskies_sky( vec3 ray_dir )\n"
195 "{\n"
196 " ray_dir.y = abs( ray_dir.y );\n"
197 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
198 " \n"
199 " /* Sun */\n"
200 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
201 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
202 " float sun_shape = pow( sun_size, 2000.0 );\n"
203 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
204 " \n"
205 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
206 " sun_colour *= sun_shape;\n"
207 "\n"
208 " \n"
209 " float star = 0.0;\n"
210 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
211 "\n"
212 " if( star_blend > 0.001 ){\n"
213 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
214 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
215 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
216 " }\n"
217 " }\n"
218 " \n"
219 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
220 " return composite;\n"
221 "}\n"
222 "\n"
223 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
224 "{\n"
225 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
226 "\n"
227 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
228 " g_sunset_phase );\n"
229 "\n"
230 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
231 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
232 " * g_sun_colour.rgb * g_day_phase;\n"
233 "\n"
234 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
235 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
236 " g_sunset_phase );\n"
237 "\n"
238 " return ambient + (light_sun + sky_reflection) * shadow;\n"
239 "}\n"
240 "\n"
241 "#line 44 0 \n"
242 "\n"
243 "float world_depth_sample( vec3 pos )\n"
244 "{\n"
245 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
246 " return texture( g_world_depth, depth_coord ).r;\n"
247 "}\n"
248 "\n"
249 "float world_water_depth( vec3 pos )\n"
250 "{\n"
251 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
252 " return world_depth_sample( pos ) - ref_depth;\n"
253 "}\n"
254 "\n"
255 "float shadow_sample( vec3 co ){\n"
256 " float height_sample = world_depth_sample( co );\n"
257 "\n"
258 " float fdelta = height_sample - co.y;\n"
259 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
260 "}\n"
261 "\n"
262 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
263 " if( g_shadow_samples == 0 ){\n"
264 " return 1.0;\n"
265 " }\n"
266 "\n"
267 " float fspread = g_shadow_spread;\n"
268 " float flength = g_shadow_length;\n"
269 "\n"
270 " float famt = 0.0;\n"
271 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
272 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
273 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
274 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
275 "\n"
276 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
277 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
278 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
279 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
280 "\n"
281 " return 1.0 - famt;\n"
282 "}\n"
283 "\n"
284 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
285 "{\n"
286 " vec3 specdir = reflect( -dir, wnormal );\n"
287 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
288 "}\n"
289 "\n"
290 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
291 " float dist = pow(fdist*0.0010,0.78);\n"
292 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
293 "}\n"
294 "\n"
295 "vec3 scene_calculate_light( int light_index, \n"
296 " vec3 halfview, vec3 co, vec3 normal )\n"
297 "{\n"
298 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
299 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
300 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
301 "\n"
302 " vec3 light_delta = light_co.xyz-co;\n"
303 " float dist2 = dot(light_delta,light_delta);\n"
304 "\n"
305 " light_delta = normalize( light_delta );\n"
306 "\n"
307 " float quadratic = dist2*100.0;\n"
308 " float attenuation = 1.0/( 1.0 + quadratic );\n"
309 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
310 "\n"
311 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
312 "\n"
313 " if( light_dir.w < 0.999999 ){\n"
314 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
315 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
316 " }\n"
317 "\n"
318 " return light_colour.rgb * attenuation * falloff \n"
319 " * step( g_day_phase, light_colour.w );\n"
320 "}\n"
321 "\n"
322 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
323 " vec3 halfview, vec3 co, vec3 normal )\n"
324 "{\n"
325 " uint light_count = packed_index & 0x3u;\n"
326 "\n"
327 " vec3 l = vec3(0.0);\n"
328 "\n"
329 " if( light_count >= 1u ){\n"
330 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
331 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
332 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
333 "\n"
334 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
335 "\n"
336 " if( light_count >= 2u ){\n"
337 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
338 "\n"
339 " if( light_count >= 3u ){\n"
340 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
341 " }\n"
342 " }\n"
343 " }\n"
344 "\n"
345 " return l;\n"
346 "}\n"
347 "\n"
348 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
349 " float light_mask )\n"
350 "{\n"
351 " if( g_light_preview == 1 )\n"
352 " diffuse = vec3(0.75);\n"
353 "\n"
354 " // Lighting\n"
355 " vec3 halfview = uCamera - co;\n"
356 " float fdist = length(halfview);\n"
357 " halfview /= fdist;\n"
358 "\n"
359 " float world_shadow = newlight_compute_sun_shadow( \n"
360 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
361 "\n"
362 " vec3 total_light = clearskies_lighting( \n"
363 " normal, min( light_mask, world_shadow ), halfview );\n"
364 "\n"
365 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
366 " cube_coord = floor( cube_coord );\n"
367 "\n"
368 " if( g_debug_indices == 1 )\n"
369 " {\n"
370 " return rand33(cube_coord);\n"
371 " }\n"
372 "\n"
373 " if( g_debug_complexity == 1 )\n"
374 " {\n"
375 " ivec3 coord = ivec3( cube_coord );\n"
376 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
377 "\n"
378 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
379 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
380 " }\n"
381 "\n"
382 " // FIXME: this coord should absolutely must be clamped!\n"
383 " \n"
384 " ivec3 coord = ivec3( cube_coord );\n"
385 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
386 "\n"
387 " total_light += \n"
388 " scene_calculate_packed_light_patch( index_sample.x,\n"
389 " halfview, co, normal ) \n"
390 " * light_mask;\n"
391 " total_light += \n"
392 " scene_calculate_packed_light_patch( index_sample.y,\n"
393 " halfview, co, normal )\n"
394 " * light_mask;\n"
395 "\n"
396 " // Take a section of the sky function to give us a matching fog colour\n"
397 "\n"
398 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
399 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
400 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
401 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
402 " \n"
403 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
404 " sun_colour *= sun_shape;\n"
405 "\n"
406 " fog_colour += sun_colour;\n"
407 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
408 "}\n"
409 "\n"
410 "#line 11 0 \n"
411 "#line 1 2 \n"
412 "const float k_motion_lerp_amount = 0.01;\n"
413 "\n"
414 "#line 2 0 \n"
415 "\n"
416 "layout (location = 1) out vec2 oMotionVec;\n"
417 "\n"
418 "in vec3 aMotionVec0;\n"
419 "in vec3 aMotionVec1;\n"
420 "\n"
421 "void compute_motion_vectors()\n"
422 "{\n"
423 " // Write motion vectors\n"
424 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
425 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
426 "\n"
427 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
428 "}\n"
429 "\n"
430 "#line 12 0 \n"
431 "#line 1 3 \n"
432 "uniform sampler2D uTexSceneDepth;\n"
433 "uniform vec3 uInverseRatioDepth;\n"
434 "uniform vec3 uInverseRatioMain;\n"
435 "uniform bool uDepthCompare;\n"
436 "\n"
437 "float linear_depth( float depth, float near, float far ) {\n"
438 " float z = depth * 2.0 - 1.0;\n"
439 " return (2.0 * near * far) / (far + near - z * (far - near)); \n"
440 "}\n"
441 "\n"
442 "void depth_compare_dither(){\n"
443 " if( uDepthCompare ){\n"
444 " vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
445 " * uInverseRatioDepth.xy;\n"
446 " float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
447 " float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
448 "\n"
449 " back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
450 " float diff = back_depth - front_depth;\n"
451 "\n"
452 " vec2 ssuv = gl_FragCoord.xy;\n"
453 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
454 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
455 "\n"
456 " if( step(0.0,diff)+dither<0.3 )\n"
457 " discard;\n"
458 " }\n"
459 "}\n"
460 "\n"
461 "#line 13 0 \n"
462 "\n"
463 "vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
464 "{\n"
465 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
466 "\n"
467 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
468 " g_sunset_phase );\n"
469 "\n"
470 "\n"
471 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
472 " vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n"
473 " * g_sun_colour.rgb * g_day_phase;\n"
474 "\n"
475 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
476 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
477 " g_sunset_phase );\n"
478 "\n"
479 " return ambient + (light_sun + sky_reflection) * shadow;\n"
480 "}\n"
481 "\n"
482 "vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
483 " float light_mask )\n"
484 "{\n"
485 " if( g_light_preview == 1 )\n"
486 " diffuse = vec3(0.75);\n"
487 "\n"
488 " // Lighting\n"
489 " vec3 halfview = uCamera - co;\n"
490 " float fdist = length(halfview);\n"
491 " halfview /= fdist;\n"
492 "\n"
493 " float world_shadow = newlight_compute_sun_shadow( \n"
494 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
495 "\n"
496 " vec3 total_light = character_clearskies_lighting( \n"
497 " normal, min( light_mask, world_shadow ), halfview );\n"
498 "\n"
499 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
500 " cube_coord = floor( cube_coord );\n"
501 "\n"
502 " if( g_debug_indices == 1 )\n"
503 " {\n"
504 " return rand33(cube_coord);\n"
505 " }\n"
506 "\n"
507 " if( g_debug_complexity == 1 )\n"
508 " {\n"
509 " ivec3 coord = ivec3( cube_coord );\n"
510 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
511 "\n"
512 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
513 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
514 " }\n"
515 "\n"
516 " // FIXME: this coord should absolutely must be clamped!\n"
517 " \n"
518 " ivec3 coord = ivec3( cube_coord );\n"
519 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
520 "\n"
521 " total_light += \n"
522 " scene_calculate_packed_light_patch( index_sample.x,\n"
523 " halfview, co, normal ) \n"
524 " * light_mask;\n"
525 " total_light += \n"
526 " scene_calculate_packed_light_patch( index_sample.y,\n"
527 " halfview, co, normal )\n"
528 " * light_mask;\n"
529 "\n"
530 " // Take a section of the sky function to give us a matching fog colour\n"
531 "\n"
532 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
533 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
534 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
535 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
536 " \n"
537 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
538 " sun_colour *= sun_shape;\n"
539 "\n"
540 " fog_colour += sun_colour;\n"
541 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
542 "}\n"
543 "\n"
544 "void main(){\n"
545 " depth_compare_dither();\n"
546 " compute_motion_vectors();\n"
547 "\n"
548 " vec3 qnorm = aNorm;\n"
549 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
550 " vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
551 "\n"
552 " float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
553 " float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
554 "\n"
555 " oColour = vec4( composite, opacity );\n"
556 "}\n"
557 ""},
558 };
559
560 static GLuint _uniform_model_board_view_uMdl;
561 static GLuint _uniform_model_board_view_uPv;
562 static GLuint _uniform_model_board_view_uPvmPrev;
563 static GLuint _uniform_model_board_view_uTexMain;
564 static GLuint _uniform_model_board_view_uCamera;
565 static GLuint _uniform_model_board_view_g_world_depth;
566 static GLuint _uniform_model_board_view_uLightsArray;
567 static GLuint _uniform_model_board_view_uLightsIndex;
568 static GLuint _uniform_model_board_view_uTexSceneDepth;
569 static GLuint _uniform_model_board_view_uInverseRatioDepth;
570 static GLuint _uniform_model_board_view_uInverseRatioMain;
571 static GLuint _uniform_model_board_view_uDepthCompare;
572 static void shader_model_board_view_uMdl(m4x3f m){
573 glUniformMatrix4x3fv(_uniform_model_board_view_uMdl,1,GL_FALSE,(float*)m);
574 }
575 static void shader_model_board_view_uPv(m4x4f m){
576 glUniformMatrix4fv(_uniform_model_board_view_uPv,1,GL_FALSE,(float*)m);
577 }
578 static void shader_model_board_view_uPvmPrev(m4x4f m){
579 glUniformMatrix4fv(_uniform_model_board_view_uPvmPrev,1,GL_FALSE,(float*)m);
580 }
581 static void shader_model_board_view_uTexMain(int i){
582 glUniform1i(_uniform_model_board_view_uTexMain,i);
583 }
584 static void shader_model_board_view_uCamera(v3f v){
585 glUniform3fv(_uniform_model_board_view_uCamera,1,v);
586 }
587 static void shader_model_board_view_g_world_depth(int i){
588 glUniform1i(_uniform_model_board_view_g_world_depth,i);
589 }
590 static void shader_model_board_view_uTexSceneDepth(int i){
591 glUniform1i(_uniform_model_board_view_uTexSceneDepth,i);
592 }
593 static void shader_model_board_view_uInverseRatioDepth(v3f v){
594 glUniform3fv(_uniform_model_board_view_uInverseRatioDepth,1,v);
595 }
596 static void shader_model_board_view_uInverseRatioMain(v3f v){
597 glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
598 }
599 static void shader_model_board_view_uDepthCompare(int b){
600 glUniform1i(_uniform_model_board_view_uDepthCompare,b);
601 }
602 static void shader_model_board_view_register(void){
603 vg_shader_register( &_shader_model_board_view );
604 }
605 static void shader_model_board_view_use(void){ glUseProgram(_shader_model_board_view.id); }
606 static void shader_model_board_view_link(void){
607 _uniform_model_board_view_uMdl = glGetUniformLocation( _shader_model_board_view.id, "uMdl" );
608 _uniform_model_board_view_uPv = glGetUniformLocation( _shader_model_board_view.id, "uPv" );
609 _uniform_model_board_view_uPvmPrev = glGetUniformLocation( _shader_model_board_view.id, "uPvmPrev" );
610 _uniform_model_board_view_uTexMain = glGetUniformLocation( _shader_model_board_view.id, "uTexMain" );
611 _uniform_model_board_view_uCamera = glGetUniformLocation( _shader_model_board_view.id, "uCamera" );
612 _uniform_model_board_view_g_world_depth = glGetUniformLocation( _shader_model_board_view.id, "g_world_depth" );
613 _uniform_model_board_view_uLightsArray = glGetUniformLocation( _shader_model_board_view.id, "uLightsArray" );
614 _uniform_model_board_view_uLightsIndex = glGetUniformLocation( _shader_model_board_view.id, "uLightsIndex" );
615 _uniform_model_board_view_uTexSceneDepth = glGetUniformLocation( _shader_model_board_view.id, "uTexSceneDepth" );
616 _uniform_model_board_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioDepth" );
617 _uniform_model_board_view_uInverseRatioMain = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioMain" );
618 _uniform_model_board_view_uDepthCompare = glGetUniformLocation( _shader_model_board_view.id, "uDepthCompare" );
619 }
620 #endif /* SHADER_model_board_view_H */