baby lock the door and turn the lights down low
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_sky.h
1 #ifndef SHADER_model_sky_H
2 #define SHADER_model_sky_H
3 static void shader_model_sky_link(void);
4 static void shader_model_sky_register(void);
5 static struct vg_shader _shader_model_sky = {
6 .name = "model_sky",
7 .link = shader_model_sky_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_sky.fs",
68 .static_src =
69 "uniform sampler2D uTexGarbage;\n"
70 "\n"
71 "in vec4 aColour;\n"
72 "in vec2 aUv;\n"
73 "in vec3 aNorm;\n"
74 "in vec3 aCo;\n"
75 "in vec3 aWorldCo;\n"
76 "\n"
77 "// Spooky!\n"
78 "const vec3 uCamera = vec3(0.0);\n"
79 "\n"
80 "#line 1 1 \n"
81 "layout (location = 0) out vec4 oColour;\n"
82 "\n"
83 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
84 "layout (std140) uniform ub_world_lighting\n"
85 "{\n"
86 " vec4 g_cube_min;\n"
87 " vec4 g_cube_inv_range;\n"
88 "\n"
89 " vec4 g_water_plane;\n"
90 " vec4 g_depth_bounds;\n"
91 "\n"
92 " vec4 g_daysky_colour;\n"
93 " vec4 g_nightsky_colour;\n"
94 " vec4 g_sunset_colour;\n"
95 " vec4 g_ambient_colour;\n"
96 " vec4 g_sunset_ambient;\n"
97 " vec4 g_sun_colour;\n"
98 " vec4 g_sun_dir;\n"
99 "\n"
100 " float g_water_fog;\n"
101 " float g_time;\n"
102 " float g_shadow_length;\n"
103 " float g_shadow_spread;\n"
104 "\n"
105 " float g_time_of_day;\n"
106 " float g_day_phase;\n"
107 " float g_sunset_phase;\n"
108 "\n"
109 " int g_light_preview;\n"
110 " int g_shadow_samples;\n"
111 "\n"
112 " int g_debug_indices;\n"
113 " int g_debug_complexity;\n"
114 "};\n"
115 "\n"
116 "uniform sampler2D g_world_depth;\n"
117 "uniform samplerBuffer uLightsArray;\n"
118 "uniform usampler3D uLightsIndex;\n"
119 "\n"
120 "#line 1 1 \n"
121 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
122 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
123 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
124 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
125 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
126 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
127 "\n"
128 "const float SUN_ANGLE = 0.0001;\n"
129 "const float PI = 3.14159265;\n"
130 "\n"
131 "//struct world_info\n"
132 "//{\n"
133 "// float time,\n"
134 "// time_of_day,\n"
135 "// day_phase,\n"
136 "// sunset_phase;\n"
137 "// \n"
138 "// vec3 sun_dir;\n"
139 "//};\n"
140 "\n"
141 "float luminance( vec3 v )\n"
142 "{\n"
143 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
144 "}\n"
145 "\n"
146 "vec3 clearskies_ambient( vec3 dir )\n"
147 "{\n"
148 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
149 " float sky_gradient = dir.y;\n"
150 " \n"
151 " /* Blend phase colours */\n"
152 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
153 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
154 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
155 " \n"
156 " /* Add gradient */\n"
157 " ambient -= sky_gradient * luminance(ambient);\n"
158 " \n"
159 " return ambient;\n"
160 "}\n"
161 "\n"
162 "vec3 clearskies_sky( vec3 ray_dir )\n"
163 "{\n"
164 " ray_dir.y = abs( ray_dir.y );\n"
165 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
166 " \n"
167 " /* Sun */\n"
168 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
169 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
170 " float sun_shape = pow( sun_size, 2000.0 );\n"
171 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
172 " \n"
173 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
174 " sun_colour *= sun_shape;\n"
175 " \n"
176 " vec3 composite = sky_colour + sun_colour;\n"
177 " return composite;\n"
178 "}\n"
179 "\n"
180 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
181 "{\n"
182 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
183 "\n"
184 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
185 " g_sunset_phase );\n"
186 "\n"
187 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
188 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
189 " * g_sun_colour.rgb * g_day_phase;\n"
190 "\n"
191 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
192 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
193 " g_sunset_phase );\n"
194 "\n"
195 " return ambient + (light_sun + sky_reflection) * shadow;\n"
196 "}\n"
197 "\n"
198 "#line 41 0 \n"
199 "\n"
200 "float world_depth_sample( vec3 pos )\n"
201 "{\n"
202 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
203 " return texture( g_world_depth, depth_coord ).r;\n"
204 "}\n"
205 "\n"
206 "float world_water_depth( vec3 pos )\n"
207 "{\n"
208 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
209 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
210 " return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
211 "}\n"
212 "\n"
213 "float shadow_sample( vec3 vdir )\n"
214 "{\n"
215 " vec3 sample_pos = aWorldCo + vdir;\n"
216 " float height_sample = world_depth_sample( sample_pos );\n"
217 "\n"
218 " float fdelta = height_sample - sample_pos.y;\n"
219 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
220 "}\n"
221 "\n"
222 "float newlight_compute_sun_shadow( vec3 dir )\n"
223 "{\n"
224 " if( g_shadow_samples == 0 )\n"
225 " {\n"
226 " return 1.0;\n"
227 " }\n"
228 "\n"
229 " float fspread = g_shadow_spread;\n"
230 " float flength = g_shadow_length;\n"
231 "\n"
232 " float famt = 0.0;\n"
233 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
234 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
235 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
236 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
237 "\n"
238 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
239 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
240 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
241 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
242 "\n"
243 " return 1.0 - famt;\n"
244 "}\n"
245 "\n"
246 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
247 "{\n"
248 " vec3 specdir = reflect( -dir, wnormal );\n"
249 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
250 "}\n"
251 "\n"
252 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
253 "{\n"
254 " float dist = pow(fdist*0.0010,0.78);\n"
255 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
256 "}\n"
257 "\n"
258 "vec3 rand33(vec3 p3)\n"
259 "{\n"
260 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
261 " p3 += dot(p3, p3.yxz+33.33);\n"
262 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
263 "}\n"
264 "\n"
265 "vec3 scene_calculate_light( int light_index, \n"
266 " vec3 halfview, vec3 co, vec3 normal )\n"
267 "{\n"
268 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
269 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
270 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
271 "\n"
272 " vec3 light_delta = light_co.xyz-co;\n"
273 " float dist2 = dot(light_delta,light_delta);\n"
274 "\n"
275 " light_delta = normalize( light_delta );\n"
276 "\n"
277 " float quadratic = dist2*100.0;\n"
278 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
279 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
280 "\n"
281 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
282 "\n"
283 " if( light_dir.w < 0.999999 )\n"
284 " {\n"
285 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
286 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
287 " }\n"
288 "\n"
289 " return light_colour.rgb * attenuation * falloff;\n"
290 "}\n"
291 "\n"
292 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
293 " vec3 halfview, vec3 co, vec3 normal )\n"
294 "{\n"
295 " uint light_count = packed_index & 0x3u;\n"
296 "\n"
297 " vec3 l = vec3(0.0);\n"
298 "\n"
299 " if( light_count >= 1u )\n"
300 " {\n"
301 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
302 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
303 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
304 "\n"
305 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
306 "\n"
307 " if( light_count >= 2u )\n"
308 " {\n"
309 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
310 "\n"
311 " if( light_count >= 3u )\n"
312 " {\n"
313 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
314 " }\n"
315 " }\n"
316 " }\n"
317 "\n"
318 " return l;\n"
319 "}\n"
320 "\n"
321 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
322 " float light_mask )\n"
323 "{\n"
324 " if( g_light_preview == 1 )\n"
325 " diffuse = vec3(0.75);\n"
326 "\n"
327 " // Lighting\n"
328 " vec3 halfview = uCamera - co;\n"
329 " float fdist = length(halfview);\n"
330 " halfview /= fdist;\n"
331 "\n"
332 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
333 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
334 "\n"
335 " vec3 total_light = clearskies_lighting( \n"
336 " normal, min( light_mask, world_shadow ), halfview );\n"
337 "\n"
338 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
339 " cube_coord = floor( cube_coord );\n"
340 "\n"
341 " if( g_debug_indices == 1 )\n"
342 " {\n"
343 " return rand33(cube_coord);\n"
344 " }\n"
345 "\n"
346 " if( g_debug_complexity == 1 )\n"
347 " {\n"
348 " ivec3 coord = ivec3( cube_coord );\n"
349 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
350 "\n"
351 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
352 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
353 " }\n"
354 "\n"
355 " // FIXME: this coord should absolutely must be clamped!\n"
356 " \n"
357 " ivec3 coord = ivec3( cube_coord );\n"
358 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
359 "\n"
360 " total_light += \n"
361 " scene_calculate_packed_light_patch( index_sample.x,\n"
362 " halfview, co, normal ) \n"
363 " * light_mask;\n"
364 " total_light += \n"
365 " scene_calculate_packed_light_patch( index_sample.y,\n"
366 " halfview, co, normal )\n"
367 " * light_mask;\n"
368 "\n"
369 " // Take a section of the sky function to give us a matching fog colour\n"
370 "\n"
371 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
372 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
373 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
374 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
375 " \n"
376 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
377 " sun_colour *= sun_shape;\n"
378 "\n"
379 " fog_colour += sun_colour;\n"
380 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
381 "}\n"
382 "\n"
383 "#line 13 0 \n"
384 "#line 1 2 \n"
385 "const float k_motion_lerp_amount = 0.01;\n"
386 "\n"
387 "#line 2 0 \n"
388 "\n"
389 "layout (location = 1) out vec2 oMotionVec;\n"
390 "\n"
391 "in vec3 aMotionVec0;\n"
392 "in vec3 aMotionVec1;\n"
393 "\n"
394 "void compute_motion_vectors()\n"
395 "{\n"
396 " // Write motion vectors\n"
397 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
398 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
399 "\n"
400 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
401 "}\n"
402 "\n"
403 "#line 14 0 \n"
404 "\n"
405 "void main()\n"
406 "{\n"
407 " compute_motion_vectors();\n"
408 "\n"
409 " vec3 rd = normalize(aNorm);\n"
410 "\n"
411 " float fmove = g_time * 0.004;\n"
412 " vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;\n"
413 " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
414 " vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );\n"
415 "\n"
416 " float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
417 " float cloud_e = pow(cloud_d,1.5)*pow(abs(rd.y),0.3)*2.0;\n"
418 "\n"
419 " oColour = vec4( clearskies_sky( -rd ) ,1.0);\n"
420 "\n"
421 " vec3 cloud_colour = mix( mix(g_nightsky_colour.rgb,vec3(1.0),g_day_phase), \n"
422 " g_sunset_colour.rgb, g_sunset_phase );\n"
423 "\n"
424 " oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e );\n"
425 "}\n"
426 ""},
427 };
428
429 static GLuint _uniform_model_sky_uMdl;
430 static GLuint _uniform_model_sky_uPv;
431 static GLuint _uniform_model_sky_uPvmPrev;
432 static GLuint _uniform_model_sky_uTexGarbage;
433 static GLuint _uniform_model_sky_g_world_depth;
434 static GLuint _uniform_model_sky_uLightsArray;
435 static GLuint _uniform_model_sky_uLightsIndex;
436 static void shader_model_sky_uMdl(m4x3f m){
437 glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(float*)m);
438 }
439 static void shader_model_sky_uPv(m4x4f m){
440 glUniformMatrix4fv(_uniform_model_sky_uPv,1,GL_FALSE,(float*)m);
441 }
442 static void shader_model_sky_uPvmPrev(m4x4f m){
443 glUniformMatrix4fv(_uniform_model_sky_uPvmPrev,1,GL_FALSE,(float*)m);
444 }
445 static void shader_model_sky_uTexGarbage(int i){
446 glUniform1i(_uniform_model_sky_uTexGarbage,i);
447 }
448 static void shader_model_sky_g_world_depth(int i){
449 glUniform1i(_uniform_model_sky_g_world_depth,i);
450 }
451 static void shader_model_sky_register(void){
452 vg_shader_register( &_shader_model_sky );
453 }
454 static void shader_model_sky_use(void){ glUseProgram(_shader_model_sky.id); }
455 static void shader_model_sky_link(void){
456 _uniform_model_sky_uMdl = glGetUniformLocation( _shader_model_sky.id, "uMdl" );
457 _uniform_model_sky_uPv = glGetUniformLocation( _shader_model_sky.id, "uPv" );
458 _uniform_model_sky_uPvmPrev = glGetUniformLocation( _shader_model_sky.id, "uPvmPrev" );
459 _uniform_model_sky_uTexGarbage = glGetUniformLocation( _shader_model_sky.id, "uTexGarbage" );
460 _uniform_model_sky_g_world_depth = glGetUniformLocation( _shader_model_sky.id, "g_world_depth" );
461 _uniform_model_sky_uLightsArray = glGetUniformLocation( _shader_model_sky.id, "uLightsArray" );
462 _uniform_model_sky_uLightsIndex = glGetUniformLocation( _shader_model_sky.id, "uLightsIndex" );
463 }
464 #endif /* SHADER_model_sky_H */