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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / character.h
1 #ifndef SHADER_character_H
2 #define SHADER_character_H
3 static void shader_character_link(void);
4 static void shader_character_register(void);
5 static struct vg_shader _shader_character = {
6 .name = "character",
7 .link = shader_character_link,
8 .vs =
9 {
10 .orig_file = "../shaders/character.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 vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
16 "\n"
17 "#line 2 0 \n"
18 "\n"
19 "uniform mat4 uPv;\n"
20 "uniform mat4x3 uMdl;\n"
21 "uniform float uOpacity;\n"
22 "\n"
23 "out vec4 aColour;\n"
24 "out vec2 aUv;\n"
25 "out vec3 aNorm;\n"
26 "out vec3 aCo;\n"
27 "out vec3 aWorldCo;\n"
28 "out float aOpacity;\n"
29 "\n"
30 "void main()\n"
31 "{\n"
32 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
33 " vec4 clip_pos = uPv * vec4(world_pos,1.0);\n"
34 " gl_Position = clip_pos;\n"
35 "\n"
36 " aColour = a_colour;\n"
37 " aUv = a_uv;\n"
38 " aNorm = mat3(uMdl) * a_norm;\n"
39 " aWorldCo = world_pos;\n"
40 " aCo = a_co;\n"
41 " aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;\n"
42 "}\n"
43 ""},
44 .fs =
45 {
46 .orig_file = "../shaders/character.fs",
47 .static_src =
48 "out vec4 FragColor;\n"
49 "\n"
50 "uniform sampler2D uTexMain;\n"
51 "uniform vec4 uColour;\n"
52 "uniform vec3 uCamera;\n"
53 "\n"
54 "in vec4 aColour;\n"
55 "in vec2 aUv;\n"
56 "in vec3 aNorm;\n"
57 "in vec3 aCo;\n"
58 "in vec3 aWorldCo;\n"
59 "in float aOpacity;\n"
60 "\n"
61 "#line 1 1 \n"
62 "layout (std140) uniform ub_world_lighting\n"
63 "{\n"
64 " vec4 g_light_colours[3];\n"
65 " vec4 g_light_directions[3];\n"
66 " vec4 g_ambient_colour;\n"
67 "\n"
68 " vec4 g_water_plane;\n"
69 " vec4 g_depth_bounds;\n"
70 " float g_water_fog;\n"
71 " int g_light_count;\n"
72 " int g_light_preview;\n"
73 "};\n"
74 "\n"
75 "uniform sampler2D g_world_depth;\n"
76 "\n"
77 "// Standard diffuse + spec models\n"
78 "// ==============================\n"
79 "\n"
80 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
81 "{\n"
82 " vec3 vtotal = g_ambient_colour.rgb;\n"
83 "\n"
84 " for( int i=0; i<g_light_count; i++ )\n"
85 " {\n"
86 " vec3 vcolour = g_light_colours[i].rgb;\n"
87 " vec3 vdir = g_light_directions[i].xyz;\n"
88 "\n"
89 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
90 " vtotal += vcolour*flight;\n"
91 " }\n"
92 "\n"
93 " return vfrag * vtotal;\n"
94 "}\n"
95 "\n"
96 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
97 "{\n"
98 " vec3 vcolour = g_light_colours[0].rgb;\n"
99 " vec3 vdir = g_light_directions[0].xyz;\n"
100 "\n"
101 " vec3 specdir = reflect( -vdir, wnormal );\n"
102 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
103 " return vfrag + vcolour*spec*fintensity;\n"
104 "}\n"
105 "\n"
106 "float world_depth_sample( vec3 pos )\n"
107 "{\n"
108 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
109 " return texture( g_world_depth, depth_coord ).r;\n"
110 "}\n"
111 "\n"
112 "float shadow_sample( vec3 vdir )\n"
113 "{\n"
114 " vec3 sample_pos = aWorldCo + vdir;\n"
115 " float height_sample = world_depth_sample( sample_pos );\n"
116 "\n"
117 " float fdelta = height_sample - sample_pos.y;\n"
118 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
119 "}\n"
120 "\n"
121 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
122 "{\n"
123 " float faccum = 0.0;\n"
124 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
125 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
126 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
127 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
128 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
129 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
130 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
131 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
132 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
133 "}\n"
134 "\n"
135 "vec3 do_light_shadowing( vec3 vfrag )\n"
136 "{\n"
137 " float fspread = g_light_colours[0].w;\n"
138 " vec3 vdir = g_light_directions[0].xyz;\n"
139 " float flength = g_light_directions[0].w;\n"
140 "\n"
141 " float famt = 0.0;\n"
142 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
143 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
144 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
145 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
146 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
147 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
148 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
149 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
150 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
151 "}\n"
152 "\n"
153 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
154 "{\n"
155 " float dist = pow(fdist*0.0008,1.2);\n"
156 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
157 "}\n"
158 "\n"
159 "#line 15 0 \n"
160 "\n"
161 "void main()\n"
162 "{\n"
163 " vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
164 "\n"
165 " // Lighting\n"
166 " vec3 halfview = uCamera - aWorldCo;\n"
167 " float fdist = length( halfview );\n"
168 " halfview /= fdist;\n"
169 "\n"
170 " //vfrag = do_light_diffuse( vfrag, aNorm );\n"
171 " vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
172 " vfrag = do_light_shadowing( vfrag );\n"
173 " //vfrag = apply_fog( vfrag, fdist );\n"
174 "\n"
175 " FragColor = vec4(vfrag,aOpacity);\n"
176 "}\n"
177 ""},
178 };
179
180 static GLuint _uniform_character_uPv;
181 static GLuint _uniform_character_uMdl;
182 static GLuint _uniform_character_uOpacity;
183 static GLuint _uniform_character_uTexMain;
184 static GLuint _uniform_character_uColour;
185 static GLuint _uniform_character_uCamera;
186 static GLuint _uniform_character_g_world_depth;
187 static void shader_character_uPv(m4x4f m){
188 glUniformMatrix4fv( _uniform_character_uPv, 1, GL_FALSE, (float *)m );
189 }
190 static void shader_character_uMdl(m4x3f m){
191 glUniformMatrix4x3fv( _uniform_character_uMdl, 1, GL_FALSE, (float *)m );
192 }
193 static void shader_character_uOpacity(float f){
194 glUniform1f( _uniform_character_uOpacity, f );
195 }
196 static void shader_character_uTexMain(int i){
197 glUniform1i( _uniform_character_uTexMain, i );
198 }
199 static void shader_character_uColour(v4f v){
200 glUniform4fv( _uniform_character_uColour, 1, v );
201 }
202 static void shader_character_uCamera(v3f v){
203 glUniform3fv( _uniform_character_uCamera, 1, v );
204 }
205 static void shader_character_g_world_depth(int i){
206 glUniform1i( _uniform_character_g_world_depth, i );
207 }
208 static void shader_character_register(void){
209 vg_shader_register( &_shader_character );
210 }
211 static void shader_character_use(void){ glUseProgram(_shader_character.id); }
212 static void shader_character_link(void){
213 _uniform_character_uPv = glGetUniformLocation( _shader_character.id, "uPv" );
214 _uniform_character_uMdl = glGetUniformLocation( _shader_character.id, "uMdl" );
215 _uniform_character_uOpacity = glGetUniformLocation( _shader_character.id, "uOpacity" );
216 _uniform_character_uTexMain = glGetUniformLocation( _shader_character.id, "uTexMain" );
217 _uniform_character_uColour = glGetUniformLocation( _shader_character.id, "uColour" );
218 _uniform_character_uCamera = glGetUniformLocation( _shader_character.id, "uCamera" );
219 _uniform_character_g_world_depth = glGetUniformLocation( _shader_character.id, "g_world_depth" );
220 }
221 #endif /* SHADER_character_H */