-#ifndef SHADER_model_character_view_H
-#define SHADER_model_character_view_H
-static void shader_model_character_view_link(void);
-static void shader_model_character_view_register(void);
-static struct vg_shader _shader_model_character_view = {
- .name = "model_character_view",
- .link = shader_model_character_view_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_model_character_view;
+extern GLuint _uniform_model_character_view_uPv;
+extern GLuint _uniform_model_character_view_uTransforms;
+extern GLuint _uniform_model_character_view_uTexMain;
+extern GLuint _uniform_model_character_view_uCamera;
+extern GLuint _uniform_model_character_view_g_world_depth;
+extern GLuint _uniform_model_character_view_uLightsArray;
+extern GLuint _uniform_model_character_view_uLightsIndex;
+extern GLuint _uniform_model_character_view_uTexSceneDepth;
+extern GLuint _uniform_model_character_view_uInverseRatioDepth;
+extern GLuint _uniform_model_character_view_uInverseRatioMain;
+extern GLuint _uniform_model_character_view_uDepthMode;
+extern GLuint _uniform_model_character_view_uDitherCutoff;
+static inline void shader_model_character_view_uPv(m4x4f m)
{
-.orig_file = "shaders/model_skinned.vs",
-.static_src =
-"layout (location=0) in vec3 a_co;\n"
-"layout (location=1) in vec3 a_norm;\n"
-"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\n"
-"layout (location=5) in ivec4 a_groups;\n"
-"\n"
-"#line 1 1 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line 2 0 \n"
-"\n"
-"out vec3 aMotionVec0;\n"
-"out vec3 aMotionVec1;\n"
-"\n"
-"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
-"{\n"
-" // This magically solves some artifacting errors!\n"
-" //\n"
-" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
-"\n"
-" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
-" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
-"}\n"
-"\n"
-"#line 9 0 \n"
-"\n"
-"uniform mat4 uPv;\n"
-"uniform mat4x3 uTransforms[32];\n"
-"\n"
-"out vec4 aColour;\n"
-"out vec2 aUv;\n"
-"out vec3 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec4 co_local = vec4( a_co, 1.0 );\n"
-" vec3 co0 = uTransforms[ a_groups[0] ] * co_local;\n"
-" vec3 co1 = uTransforms[ a_groups[1] ] * co_local;\n"
-" vec3 co2 = uTransforms[ a_groups[2] ] * co_local;\n"
-" vec3 n0 = mat3(uTransforms[ a_groups[0] ]) * a_norm;\n"
-" vec3 n1 = mat3(uTransforms[ a_groups[1] ]) * a_norm;\n"
-" vec3 n2 = mat3(uTransforms[ a_groups[2] ]) * a_norm;\n"
-"\n"
-" vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n"
-" vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];\n"
-" \n"
-" gl_Position = uPv * vec4( world_pos, 1.0 );\n"
-" aColour = a_colour;\n"
-" aUv = a_uv;\n"
-" aNorm = world_normal;\n"
-" aCo = a_co;\n"
-" aWorldCo = world_pos;\n"
-"\n"
-" // TODO:\n"
-" aMotionVec0 = vec3(1.0);\n"
-" aMotionVec1 = vec3(1.0);\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "shaders/model_character_view.fs",
-.static_src =
-"uniform sampler2D uTexMain;\n"
-"uniform vec3 uCamera;\n"
-"\n"
-"in vec4 aColour;\n"
-"in vec2 aUv;\n"
-"in vec3 aNorm;\n"
-"in vec3 aCo;\n"
-"in vec3 aWorldCo;\n"
-"\n"
-"#line 1 1 \n"
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"layout (std140) uniform ub_world_lighting\n"
-"{\n"
-" vec4 g_light_colours[3];\n"
-" vec4 g_light_directions[3];\n"
-" vec4 g_ambient_colour;\n"
-"\n"
-" vec4 g_water_plane;\n"
-" vec4 g_depth_bounds;\n"
-" float g_water_fog;\n"
-" float g_time;\n"
-" int g_light_count;\n"
-" int g_light_preview;\n"
-" int g_shadow_samples;\n"
-"\n"
-" int g_debug_indices;\n"
-" int g_debug_complexity;\n"
-"\n"
-" // g_time ?\n"
-"\n"
-" //vec4 g_point_light_positions[32];\n"
-" //vec4 g_point_light_colours[32];\n"
-"};\n"
-"\n"
-"uniform sampler2D g_world_depth;\n"
-"\n"
-"float world_depth_sample( vec3 pos )\n"
-"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-" return texture( g_world_depth, depth_coord ).r;\n"
-"}\n"
-"\n"
-"float world_water_depth( vec3 pos )\n"
-"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-" return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
-"}\n"
-"\n"
-"float shadow_sample( vec3 vdir )\n"
-"{\n"
-" vec3 sample_pos = aWorldCo + vdir;\n"
-" float height_sample = world_depth_sample( sample_pos );\n"
-"\n"
-" float fdelta = height_sample - sample_pos.y;\n"
-" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
-"}\n"
-"\n"
-"vec3 apply_fog( vec3 vfrag, float fdist )\n"
-"{\n"
-" float dist = pow(fdist*0.0008,1.2);\n"
-" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"\n"
-"// New lighting model\n"
-"\n"
-"vec3 newlight_compute_ambient()\n"
-"{\n"
-" return g_ambient_colour.rgb;\n"
-"}\n"
-"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-" if( g_shadow_samples == 0 )\n"
-" {\n"
-" return 1.0;\n"
-" }\n"
-"\n"
-" float fspread = g_light_colours[0].w;\n"
-" vec3 vdir = dir;\n"
-" float flength = g_light_directions[0].w;\n"
-"\n"
-" float famt = 0.0;\n"
-" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
-" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
-" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
-" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
-" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
-"\n"
-" return 1.0 - famt;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
-"{\n"
-" vec3 vtotal = g_ambient_colour.rgb;\n"
-"\n"
-" for( int i=0; i<g_light_count; i++ )\n"
-" {\n"
-" vec3 vcolour = g_light_colours[i].rgb;\n"
-" vec3 vdir = g_light_directions[i].xyz;\n"
-"\n"
-" float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
-" vtotal += vcolour*flight;\n"
-" }\n"
-"\n"
-" return vtotal;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
-"{\n"
-" vec3 vcolour = g_light_colours[0].rgb;\n"
-" vec3 vdir = g_light_directions[0].xyz;\n"
-"\n"
-" vec3 specdir = reflect( -vdir, wnormal );\n"
-" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-" return vcolour*spec*fintensity;\n"
-"}\n"
-"\n"
-"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
-"{\n"
-" vec3 specdir = reflect( -dir, wnormal );\n"
-" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-" vec3 light_colour, vec3 light_pos )\n"
-"{\n"
-" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
-"\n"
-" float quadratic = dot(light_delta,light_delta);\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
-" attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
-"\n"
-" return light_colour*attenuation;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
-" vec3 light_colour, vec3 light_pos,\n"
-" vec4 light_dir )\n"
-"{\n"
-" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
-"\n"
-" float quadratic = dot(light_delta,light_delta);\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
-"\n"
-" light_delta = normalize( light_delta );\n"
-" attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
-"\n"
-" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
-" falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
-"\n"
-" return light_colour*attenuation*falloff;\n"
-"}\n"
-"\n"
-"#line 11 0 \n"
-"#line 1 2 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line 2 0 \n"
-"\n"
-"layout (location = 1) out vec2 oMotionVec;\n"
-"\n"
-"in vec3 aMotionVec0;\n"
-"in vec3 aMotionVec1;\n"
-"\n"
-"void compute_motion_vectors()\n"
-"{\n"
-" // Write motion vectors\n"
-" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
-" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-"\n"
-" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
-"}\n"
-"\n"
-"#line 12 0 \n"
-"\n"
-"void main()\n"
-"{\n"
-" compute_motion_vectors();\n"
-"\n"
-" vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
-"\n"
-" // Lighting\n"
-" vec3 halfview = uCamera - aWorldCo;\n"
-" float fdist = length( halfview );\n"
-" halfview /= fdist;\n"
-" fdist -= 0.08;\n"
-"\n"
-" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
-"\n"
-" vec3 total_light = newlight_compute_ambient();\n"
-" vec3 world_light = newlight_compute_world_diffuse( qnorm );\n"
-"\n"
-" float world_shadow = newlight_compute_sun_shadow( vec3(1.0) );\n"
-" total_light += world_light * world_shadow;\n"
-"\n"
-" vfrag = apply_fog( vfrag * total_light, fdist );\n"
-"\n"
-" float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n"
-" oColour = vec4(vfrag,opacity);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_model_character_view_uPv;
-static GLuint _uniform_model_character_view_uTransforms;
-static GLuint _uniform_model_character_view_uTexMain;
-static GLuint _uniform_model_character_view_uCamera;
-static GLuint _uniform_model_character_view_g_world_depth;
-static void shader_model_character_view_uPv(m4x4f m){
- glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(float*)m);
+ glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(f32*)m);
}
-static void shader_model_character_view_uTexMain(int i){
+static inline void shader_model_character_view_uTexMain(int i)
+{
glUniform1i(_uniform_model_character_view_uTexMain,i);
}
-static void shader_model_character_view_uCamera(v3f v){
+static inline void shader_model_character_view_uCamera(v3f v)
+{
glUniform3fv(_uniform_model_character_view_uCamera,1,v);
}
-static void shader_model_character_view_g_world_depth(int i){
+static inline void shader_model_character_view_g_world_depth(int i)
+{
glUniform1i(_uniform_model_character_view_g_world_depth,i);
}
-static void shader_model_character_view_register(void){
- vg_shader_register( &_shader_model_character_view );
+static inline void shader_model_character_view_uTexSceneDepth(int i)
+{
+ glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
+}
+static inline void shader_model_character_view_uInverseRatioDepth(v3f v)
+{
+ glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v);
+}
+static inline void shader_model_character_view_uInverseRatioMain(v3f v)
+{
+ glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
+}
+static inline void shader_model_character_view_uDepthMode(int b)
+{
+ glUniform1i(_uniform_model_character_view_uDepthMode,b);
}
-static void shader_model_character_view_use(void){ glUseProgram(_shader_model_character_view.id); }
-static void shader_model_character_view_link(void){
- _uniform_model_character_view_uPv = glGetUniformLocation( _shader_model_character_view.id, "uPv" );
- _uniform_model_character_view_uTransforms = glGetUniformLocation( _shader_model_character_view.id, "uTransforms" );
- _uniform_model_character_view_uTexMain = glGetUniformLocation( _shader_model_character_view.id, "uTexMain" );
- _uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" );
- _uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" );
+static inline void shader_model_character_view_uDitherCutoff(f32 f)
+{
+ glUniform1f(_uniform_model_character_view_uDitherCutoff,f);
+}
+static inline void shader_model_character_view_use(void);
+static inline void shader_model_character_view_use(void)
+{
+ glUseProgram(_shader_model_character_view.id);
}
-#endif /* SHADER_model_character_view_H */