foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_override.h
1 #ifndef SHADER_scene_override_H
2 #define SHADER_scene_override_H
3 static void shader_scene_override_link(void);
4 static void shader_scene_override_register(void);
5 static struct vg_shader _shader_scene_override = {
6 .name = "scene_override",
7 .link = shader_scene_override_link,
8 .vs =
9 {
10 .orig_file = "shaders/scene_override.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "\n"
16 "#line 1 1 \n"
17 "const float k_motion_lerp_amount = 0.01;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "out vec3 aMotionVec0;\n"
22 "out vec3 aMotionVec1;\n"
23 "\n"
24 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
25 "{\n"
26 " // This magically solves some artifacting errors!\n"
27 " //\n"
28 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
29 "\n"
30 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
31 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
32 "}\n"
33 "\n"
34 "#line 6 0 \n"
35 "\n"
36 "uniform mat4x3 uMdl;\n"
37 "uniform mat4 uPv;\n"
38 "uniform mat4 uPvmPrev;\n"
39 "uniform mat3 uNormalMtx;\n"
40 "\n"
41 "out vec2 aUv;\n"
42 "out vec4 aNorm;\n"
43 "out vec3 aCo;\n"
44 "out vec3 aWorldCo;\n"
45 "\n"
46 "void main()\n"
47 "{\n"
48 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
49 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
50 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
51 "\n"
52 " vs_motion_out( vproj0, vproj1 );\n"
53 "\n"
54 " gl_Position = vproj0;\n"
55 "\n"
56 " aUv = a_uv;\n"
57 " aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n"
58 " aCo = a_co;\n"
59 " aWorldCo = world_pos0;\n"
60 "}\n"
61 ""},
62 .fs =
63 {
64 .orig_file = "shaders/scene_override.fs",
65 .static_src =
66 "uniform sampler2D uTexGarbage;\n"
67 "uniform sampler2D uTexMain;\n"
68 "uniform vec3 uCamera;\n"
69 "uniform vec4 uPlane;\n"
70 "\n"
71 "uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
72 "uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n"
73 "uniform bool uAlphatest;\n"
74 "uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n"
75 "\n"
76 "#line 1 1 \n"
77 "// :D\n"
78 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
79 "\n"
80 "#line 12 0 \n"
81 "#line 1 2 \n"
82 "// :D\n"
83 "\n"
84 "in vec2 aUv;\n"
85 "in vec4 aNorm;\n"
86 "in vec3 aCo;\n"
87 "in vec3 aWorldCo;\n"
88 "\n"
89 "#line 1 1 \n"
90 "layout (location = 0) out vec4 oColour;\n"
91 "\n"
92 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
93 "layout (std140) uniform ub_world_lighting\n"
94 "{\n"
95 " vec4 g_cube_min;\n"
96 " vec4 g_cube_inv_range;\n"
97 "\n"
98 " vec4 g_water_plane;\n"
99 " vec4 g_depth_bounds;\n"
100 "\n"
101 " vec4 g_daysky_colour;\n"
102 " vec4 g_nightsky_colour;\n"
103 " vec4 g_sunset_colour;\n"
104 " vec4 g_ambient_colour;\n"
105 " vec4 g_sunset_ambient;\n"
106 " vec4 g_sun_colour;\n"
107 " vec4 g_sun_dir;\n"
108 " vec4 g_board_0;\n"
109 " vec4 g_board_1;\n"
110 "\n"
111 " float g_water_fog;\n"
112 " float g_time;\n"
113 " float g_realtime;\n"
114 " float g_shadow_length;\n"
115 " float g_shadow_spread;\n"
116 "\n"
117 " float g_time_of_day;\n"
118 " float g_day_phase;\n"
119 " float g_sunset_phase;\n"
120 "\n"
121 " int g_light_preview;\n"
122 " int g_shadow_samples;\n"
123 "\n"
124 " int g_debug_indices;\n"
125 " int g_debug_complexity;\n"
126 "};\n"
127 "\n"
128 "uniform sampler2D g_world_depth;\n"
129 "uniform samplerBuffer uLightsArray;\n"
130 "uniform usampler3D uLightsIndex;\n"
131 "\n"
132 "#line 1 1 \n"
133 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
134 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
135 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
136 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
137 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
138 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
139 "\n"
140 "const float SUN_ANGLE = 0.0001;\n"
141 "const float PI = 3.14159265358979323846264;\n"
142 "\n"
143 "//struct world_info\n"
144 "//{\n"
145 "// float time,\n"
146 "// time_of_day,\n"
147 "// day_phase,\n"
148 "// sunset_phase;\n"
149 "// \n"
150 "// vec3 sun_dir;\n"
151 "//};\n"
152 "\n"
153 "vec3 rand33(vec3 p3)\n"
154 "{\n"
155 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
156 " p3 += dot(p3, p3.yxz+33.33);\n"
157 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
158 "}\n"
159 "\n"
160 "float stars( vec3 rd, float rr, float size ){\n"
161 " vec3 co = rd * rr;\n"
162 "\n"
163 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
164 "\n"
165 " float spaces = 1.0 / rr;\n"
166 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
167 " a -= mod(a, spaces) - spaces * 0.5;\n"
168 "\n"
169 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
170 " \n"
171 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
172 " plane = plane - mod(plane, PI / count);\n"
173 "\n"
174 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
175 "\n"
176 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
177 " float ydist = sqrt(rr * rr - level * level);\n"
178 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
179 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
180 " float star = smoothstep(size, 0.0, distance(center, co));\n"
181 " return star;\n"
182 "}\n"
183 "\n"
184 "float luminance( vec3 v )\n"
185 "{\n"
186 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
187 "}\n"
188 "\n"
189 "vec3 clearskies_ambient( vec3 dir )\n"
190 "{\n"
191 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
192 " float sky_gradient = dir.y;\n"
193 " \n"
194 " /* Blend phase colours */\n"
195 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
196 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
197 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
198 " \n"
199 " /* Add gradient */\n"
200 " ambient -= sky_gradient * luminance(ambient);\n"
201 " \n"
202 " return ambient;\n"
203 "}\n"
204 "\n"
205 "vec3 clearskies_sky( vec3 ray_dir )\n"
206 "{\n"
207 " ray_dir.y = abs( ray_dir.y );\n"
208 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
209 " \n"
210 " /* Sun */\n"
211 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
212 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
213 " float sun_shape = pow( sun_size, 2000.0 );\n"
214 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
215 " \n"
216 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
217 " sun_colour *= sun_shape;\n"
218 "\n"
219 " \n"
220 " float star = 0.0;\n"
221 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
222 "\n"
223 " if( star_blend > 0.001 ){\n"
224 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
225 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
226 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
227 " }\n"
228 " }\n"
229 " \n"
230 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
231 " return composite;\n"
232 "}\n"
233 "\n"
234 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
235 "{\n"
236 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
237 "\n"
238 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
239 " g_sunset_phase );\n"
240 "\n"
241 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
242 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
243 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
244 " ) * g_sun_colour.rgb * g_day_phase;\n"
245 "\n"
246 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
247 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
248 " g_sunset_phase );\n"
249 "\n"
250 " return ambient + (light_sun + sky_reflection) * shadow;\n"
251 "}\n"
252 "\n"
253 "#line 44 0 \n"
254 "\n"
255 "float world_depth_sample( vec3 pos )\n"
256 "{\n"
257 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
258 " return texture( g_world_depth, depth_coord ).r;\n"
259 "}\n"
260 "\n"
261 "float world_water_depth( vec3 pos )\n"
262 "{\n"
263 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
264 " return world_depth_sample( pos ) - ref_depth;\n"
265 "}\n"
266 "\n"
267 "float shadow_sample( vec3 co ){\n"
268 " float height_sample = world_depth_sample( co );\n"
269 "\n"
270 " float fdelta = height_sample - co.y;\n"
271 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
272 "}\n"
273 "\n"
274 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
275 " if( g_shadow_samples == 0 ){\n"
276 " return 1.0;\n"
277 " }\n"
278 "\n"
279 " float fspread = g_shadow_spread;\n"
280 " float flength = g_shadow_length;\n"
281 "\n"
282 " float famt = 0.0;\n"
283 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
284 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
285 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
286 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
287 "\n"
288 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
289 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
290 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
291 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
292 "\n"
293 " return 1.0 - famt;\n"
294 "}\n"
295 "\n"
296 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
297 "{\n"
298 " vec3 specdir = reflect( -dir, wnormal );\n"
299 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
300 "}\n"
301 "\n"
302 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
303 " float dist = pow(fdist*0.0010,0.78);\n"
304 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
305 "}\n"
306 "\n"
307 "vec3 scene_calculate_light( int light_index, \n"
308 " vec3 halfview, vec3 co, vec3 normal )\n"
309 "{\n"
310 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
311 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
312 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
313 "\n"
314 " vec3 light_delta = light_co.xyz-co;\n"
315 " float dist2 = dot(light_delta,light_delta);\n"
316 "\n"
317 " light_delta = normalize( light_delta );\n"
318 "\n"
319 " float quadratic = dist2*100.0;\n"
320 " float attenuation = 1.0/( 1.0 + quadratic );\n"
321 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
322 "\n"
323 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
324 "\n"
325 " if( light_dir.w < 0.999999 ){\n"
326 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
327 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
328 " }\n"
329 "\n"
330 " return light_colour.rgb * attenuation * falloff \n"
331 " * step( g_day_phase, light_colour.w );\n"
332 "}\n"
333 "\n"
334 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
335 " vec3 halfview, vec3 co, vec3 normal )\n"
336 "{\n"
337 " uint light_count = packed_index & 0x3u;\n"
338 "\n"
339 " vec3 l = vec3(0.0);\n"
340 "\n"
341 " if( light_count >= 1u ){\n"
342 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
343 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
344 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
345 "\n"
346 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
347 "\n"
348 " if( light_count >= 2u ){\n"
349 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
350 "\n"
351 " if( light_count >= 3u ){\n"
352 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
353 " }\n"
354 " }\n"
355 " }\n"
356 "\n"
357 " return l;\n"
358 "}\n"
359 "\n"
360 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
361 " float light_mask )\n"
362 "{\n"
363 " if( g_light_preview == 1 )\n"
364 " diffuse = vec3(0.75);\n"
365 "\n"
366 " // Lighting\n"
367 " vec3 halfview = uCamera - co;\n"
368 " float fdist = length(halfview);\n"
369 " halfview /= fdist;\n"
370 "\n"
371 " float world_shadow = newlight_compute_sun_shadow( \n"
372 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
373 "\n"
374 " vec3 total_light = clearskies_lighting( \n"
375 " normal, min( light_mask, world_shadow ), halfview );\n"
376 "\n"
377 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
378 " cube_coord = floor( cube_coord );\n"
379 "\n"
380 " if( g_debug_indices == 1 )\n"
381 " {\n"
382 " return rand33(cube_coord);\n"
383 " }\n"
384 "\n"
385 " if( g_debug_complexity == 1 )\n"
386 " {\n"
387 " ivec3 coord = ivec3( cube_coord );\n"
388 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
389 "\n"
390 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
391 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
392 " }\n"
393 "\n"
394 " // FIXME: this coord should absolutely must be clamped!\n"
395 " \n"
396 " ivec3 coord = ivec3( cube_coord );\n"
397 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
398 "\n"
399 " total_light += \n"
400 " scene_calculate_packed_light_patch( index_sample.x,\n"
401 " halfview, co, normal ) \n"
402 " * light_mask;\n"
403 " total_light += \n"
404 " scene_calculate_packed_light_patch( index_sample.y,\n"
405 " halfview, co, normal )\n"
406 " * light_mask;\n"
407 "\n"
408 " // Take a section of the sky function to give us a matching fog colour\n"
409 "\n"
410 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
411 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
412 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
413 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
414 " \n"
415 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
416 " sun_colour *= sun_shape;\n"
417 "\n"
418 " fog_colour += sun_colour;\n"
419 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
420 "}\n"
421 "\n"
422 "#line 9 0 \n"
423 "\n"
424 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
425 "{\n"
426 " vec3 pa = p - a;\n"
427 " vec3 ba = b - a;\n"
428 "\n"
429 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
430 " return length( pa - ba*h );\n"
431 "}\n"
432 "\n"
433 "float compute_board_shadow()\n"
434 "{\n"
435 " // player shadow\n"
436 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
437 " g_board_1.xyz )-0.1 );\n"
438 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
439 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
440 "\n"
441 " return 1.0 - player_shadow*0.8;\n"
442 "}\n"
443 "\n"
444 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
445 "{\n"
446 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
447 "}\n"
448 "\n"
449 "#line 13 0 \n"
450 "#line 1 3 \n"
451 "const float k_motion_lerp_amount = 0.01;\n"
452 "\n"
453 "#line 2 0 \n"
454 "\n"
455 "layout (location = 1) out vec2 oMotionVec;\n"
456 "\n"
457 "in vec3 aMotionVec0;\n"
458 "in vec3 aMotionVec1;\n"
459 "\n"
460 "void compute_motion_vectors()\n"
461 "{\n"
462 " // Write motion vectors\n"
463 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
464 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
465 "\n"
466 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
467 "}\n"
468 "\n"
469 "#line 14 0 \n"
470 "\n"
471 "vec2 smin( float a, float b, float k ){\n"
472 " float h = max( k-abs(a-b), 0.0 )/k;\n"
473 " float m = h*h*0.5;\n"
474 " float s = m*k*(1.0/2.0);\n"
475 "\n"
476 " if( a < b )\n"
477 " return vec2(a-s,m);\n"
478 " else\n"
479 " return vec2(b-s,1.0-m);\n"
480 "}\n"
481 "\n"
482 "void main(){\n"
483 " vec2 ssuv = gl_FragCoord.xy;\n"
484 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
485 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
486 "\n"
487 " float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n"
488 " float dy0 = aCo.y - uMapInfo.x;\n"
489 " float dy1 = uMapInfo.y - aCo.y;\n"
490 "\n"
491 " if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) \n"
492 " discard;\n"
493 "\n"
494 " compute_motion_vectors();\n"
495 "\n"
496 " vec3 vfrag = vec3(0.898,0.811,0.716);\n"
497 " vec3 qnorm = aNorm.xyz;\n"
498 "\n"
499 " qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"
500 " qnorm += vec3(0.001,0.0,0.0);\n"
501 "\n"
502 " if( uAlphatest ){\n"
503 " vec4 vSample = texture( uTexMain, aUv );\n"
504 " if( vSample.a < 0.5 )\n"
505 " discard;\n"
506 " }\n"
507 " else{\n"
508 " }\n"
509 "\n"
510 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
511 " \n"
512 " // dots\n"
513 " float d0 = distance( aCo, uPlayerPos.xyz )*2.0;\n"
514 " float d1 = distance( aCo, uSpawnPos.xyz );\n"
515 "\n"
516 " vec2 dm = smin( d0, d1, 10.0 );\n"
517 " float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
518 " max(0.0,1.0-dm.x*0.04) * \n"
519 " max(0.0,qnorm.y);\n"
520 " vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
521 "\n"
522 " // line\n"
523 " vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
524 " float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
525 " vec3 p0 = uPlayerPos.xyz + v0*t;\n"
526 " float d3 = distance(p0,aCo);\n"
527 " emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
528 "\n"
529 " vfrag += emit;\n"
530 "\n"
531 " if( uMapInfo.z > 0.0 ){\n"
532 " float height = fract( aCo.y * 0.1 );\n"
533 " float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n"
534 " vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n"
535 " }\n"
536 "\n"
537 " oColour = vec4( vfrag, 1.0 );\n"
538 " //oColour = vec4( vfrag, 1.0 );\n"
539 "}\n"
540 ""},
541 };
542
543 static GLuint _uniform_scene_override_uMdl;
544 static GLuint _uniform_scene_override_uPv;
545 static GLuint _uniform_scene_override_uPvmPrev;
546 static GLuint _uniform_scene_override_uNormalMtx;
547 static GLuint _uniform_scene_override_uTexGarbage;
548 static GLuint _uniform_scene_override_uTexMain;
549 static GLuint _uniform_scene_override_uCamera;
550 static GLuint _uniform_scene_override_uPlane;
551 static GLuint _uniform_scene_override_uPlayerPos;
552 static GLuint _uniform_scene_override_uSpawnPos;
553 static GLuint _uniform_scene_override_uAlphatest;
554 static GLuint _uniform_scene_override_uMapInfo;
555 static GLuint _uniform_scene_override_g_world_depth;
556 static GLuint _uniform_scene_override_uLightsArray;
557 static GLuint _uniform_scene_override_uLightsIndex;
558 static void shader_scene_override_uMdl(m4x3f m){
559 glUniformMatrix4x3fv(_uniform_scene_override_uMdl,1,GL_FALSE,(float*)m);
560 }
561 static void shader_scene_override_uPv(m4x4f m){
562 glUniformMatrix4fv(_uniform_scene_override_uPv,1,GL_FALSE,(float*)m);
563 }
564 static void shader_scene_override_uPvmPrev(m4x4f m){
565 glUniformMatrix4fv(_uniform_scene_override_uPvmPrev,1,GL_FALSE,(float*)m);
566 }
567 static void shader_scene_override_uNormalMtx(m3x3f m){
568 glUniformMatrix3fv(_uniform_scene_override_uNormalMtx,1,GL_FALSE,(float*)m);
569 }
570 static void shader_scene_override_uTexGarbage(int i){
571 glUniform1i(_uniform_scene_override_uTexGarbage,i);
572 }
573 static void shader_scene_override_uTexMain(int i){
574 glUniform1i(_uniform_scene_override_uTexMain,i);
575 }
576 static void shader_scene_override_uCamera(v3f v){
577 glUniform3fv(_uniform_scene_override_uCamera,1,v);
578 }
579 static void shader_scene_override_uPlane(v4f v){
580 glUniform4fv(_uniform_scene_override_uPlane,1,v);
581 }
582 static void shader_scene_override_uPlayerPos(v4f v){
583 glUniform4fv(_uniform_scene_override_uPlayerPos,1,v);
584 }
585 static void shader_scene_override_uSpawnPos(v4f v){
586 glUniform4fv(_uniform_scene_override_uSpawnPos,1,v);
587 }
588 static void shader_scene_override_uAlphatest(int b){
589 glUniform1i(_uniform_scene_override_uAlphatest,b);
590 }
591 static void shader_scene_override_uMapInfo(v4f v){
592 glUniform4fv(_uniform_scene_override_uMapInfo,1,v);
593 }
594 static void shader_scene_override_g_world_depth(int i){
595 glUniform1i(_uniform_scene_override_g_world_depth,i);
596 }
597 static void shader_scene_override_register(void){
598 vg_shader_register( &_shader_scene_override );
599 }
600 static void shader_scene_override_use(void){ glUseProgram(_shader_scene_override.id); }
601 static void shader_scene_override_link(void){
602 _uniform_scene_override_uMdl = glGetUniformLocation( _shader_scene_override.id, "uMdl" );
603 _uniform_scene_override_uPv = glGetUniformLocation( _shader_scene_override.id, "uPv" );
604 _uniform_scene_override_uPvmPrev = glGetUniformLocation( _shader_scene_override.id, "uPvmPrev" );
605 _uniform_scene_override_uNormalMtx = glGetUniformLocation( _shader_scene_override.id, "uNormalMtx" );
606 _uniform_scene_override_uTexGarbage = glGetUniformLocation( _shader_scene_override.id, "uTexGarbage" );
607 _uniform_scene_override_uTexMain = glGetUniformLocation( _shader_scene_override.id, "uTexMain" );
608 _uniform_scene_override_uCamera = glGetUniformLocation( _shader_scene_override.id, "uCamera" );
609 _uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" );
610 _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
611 _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
612 _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" );
613 _uniform_scene_override_uMapInfo = glGetUniformLocation( _shader_scene_override.id, "uMapInfo" );
614 _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
615 _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
616 _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );
617 }
618 #endif /* SHADER_scene_override_H */