update model format
[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 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 2 0 \n"
20 "\n"
21 "uniform mat4 uPv;\n"
22 "uniform mat4x3 uMdl;\n"
23 "uniform float uOpacity;\n"
24 "\n"
25 "out vec4 aColour;\n"
26 "out vec2 aUv;\n"
27 "out vec3 aNorm;\n"
28 "out vec3 aCo;\n"
29 "out vec3 aWorldCo;\n"
30 "out float aOpacity;\n"
31 "\n"
32 "void main()\n"
33 "{\n"
34 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
35 " vec4 clip_pos = uPv * vec4(world_pos,1.0);\n"
36 " gl_Position = clip_pos;\n"
37 "\n"
38 " aColour = a_colour;\n"
39 " aUv = a_uv;\n"
40 " aNorm = mat3(uMdl) * a_norm;\n"
41 " aWorldCo = world_pos;\n"
42 " aCo = a_co;\n"
43 " aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;\n"
44 "}\n"
45 ""},
46 .fs =
47 {
48 .orig_file = "../../shaders/character.fs",
49 .static_src =
50 "out vec4 FragColor;\n"
51 "\n"
52 "uniform sampler2D uTexMain;\n"
53 "uniform vec4 uColour;\n"
54 "uniform vec3 uCamera;\n"
55 "\n"
56 "in vec4 aColour;\n"
57 "in vec2 aUv;\n"
58 "in vec3 aNorm;\n"
59 "in vec3 aCo;\n"
60 "in vec3 aWorldCo;\n"
61 "in float aOpacity;\n"
62 "\n"
63 "#line 1 1 \n"
64 "layout (std140) uniform ub_world_lighting\n"
65 "{\n"
66 " vec4 g_light_colours[3];\n"
67 " vec4 g_light_directions[3];\n"
68 " vec4 g_ambient_colour;\n"
69 "\n"
70 " vec4 g_water_plane;\n"
71 " vec4 g_depth_bounds;\n"
72 " float g_water_fog;\n"
73 " int g_light_count;\n"
74 " int g_light_preview;\n"
75 "};\n"
76 "\n"
77 "uniform sampler2D g_world_depth;\n"
78 "\n"
79 "// Standard diffuse + spec models\n"
80 "// ==============================\n"
81 "\n"
82 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
83 "{\n"
84 " vec3 vtotal = g_ambient_colour.rgb;\n"
85 "\n"
86 " for( int i=0; i<g_light_count; i++ )\n"
87 " {\n"
88 " vec3 vcolour = g_light_colours[i].rgb;\n"
89 " vec3 vdir = g_light_directions[i].xyz;\n"
90 "\n"
91 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
92 " vtotal += vcolour*flight;\n"
93 " }\n"
94 "\n"
95 " return vfrag * vtotal;\n"
96 "}\n"
97 "\n"
98 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
99 "{\n"
100 " vec3 vcolour = g_light_colours[0].rgb;\n"
101 " vec3 vdir = g_light_directions[0].xyz;\n"
102 "\n"
103 " vec3 specdir = reflect( -vdir, wnormal );\n"
104 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
105 " return vfrag + vcolour*spec*fintensity;\n"
106 "}\n"
107 "\n"
108 "float world_depth_sample( vec3 pos )\n"
109 "{\n"
110 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
111 " return texture( g_world_depth, depth_coord ).r;\n"
112 "}\n"
113 "\n"
114 "float shadow_sample( vec3 vdir )\n"
115 "{\n"
116 " vec3 sample_pos = aWorldCo + vdir;\n"
117 " float height_sample = world_depth_sample( sample_pos );\n"
118 "\n"
119 " float fdelta = height_sample - sample_pos.y;\n"
120 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
121 "}\n"
122 "\n"
123 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
124 "{\n"
125 " float faccum = 0.0;\n"
126 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
127 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
128 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
129 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
130 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
131 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
132 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
133 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
134 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
135 "}\n"
136 "\n"
137 "vec3 do_light_shadowing( vec3 vfrag )\n"
138 "{\n"
139 " float fspread = g_light_colours[0].w;\n"
140 " vec3 vdir = g_light_directions[0].xyz;\n"
141 " float flength = g_light_directions[0].w;\n"
142 "\n"
143 " float famt = 0.0;\n"
144 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
145 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
146 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
147 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
148 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
149 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
150 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
151 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
152 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
153 "}\n"
154 "\n"
155 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
156 "{\n"
157 " float dist = pow(fdist*0.0008,1.2);\n"
158 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
159 "}\n"
160 "\n"
161 "#line 15 0 \n"
162 "\n"
163 "void main()\n"
164 "{\n"
165 " vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
166 "\n"
167 " // Lighting\n"
168 " vec3 halfview = uCamera - aWorldCo;\n"
169 " float fdist = length( halfview );\n"
170 " halfview /= fdist;\n"
171 "\n"
172 " //vfrag = do_light_diffuse( vfrag, aNorm );\n"
173 " vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
174 " vfrag = do_light_shadowing( vfrag );\n"
175 " //vfrag = apply_fog( vfrag, fdist );\n"
176 "\n"
177 " FragColor = vec4(vfrag,aOpacity);\n"
178 "}\n"
179 ""},
180 };
181
182 static GLuint _uniform_character_uPv;
183 static GLuint _uniform_character_uMdl;
184 static GLuint _uniform_character_uOpacity;
185 static GLuint _uniform_character_uTexMain;
186 static GLuint _uniform_character_uColour;
187 static GLuint _uniform_character_uCamera;
188 static GLuint _uniform_character_g_world_depth;
189 static void shader_character_uPv(m4x4f m){
190 glUniformMatrix4fv( _uniform_character_uPv, 1, GL_FALSE, (float *)m );
191 }
192 static void shader_character_uMdl(m4x3f m){
193 glUniformMatrix4x3fv( _uniform_character_uMdl, 1, GL_FALSE, (float *)m );
194 }
195 static void shader_character_uOpacity(float f){
196 glUniform1f( _uniform_character_uOpacity, f );
197 }
198 static void shader_character_uTexMain(int i){
199 glUniform1i( _uniform_character_uTexMain, i );
200 }
201 static void shader_character_uColour(v4f v){
202 glUniform4fv( _uniform_character_uColour, 1, v );
203 }
204 static void shader_character_uCamera(v3f v){
205 glUniform3fv( _uniform_character_uCamera, 1, v );
206 }
207 static void shader_character_g_world_depth(int i){
208 glUniform1i( _uniform_character_g_world_depth, i );
209 }
210 static void shader_character_register(void){
211 vg_shader_register( &_shader_character );
212 }
213 static void shader_character_use(void){ glUseProgram(_shader_character.id); }
214 static void shader_character_link(void){
215 _uniform_character_uPv = glGetUniformLocation( _shader_character.id, "uPv" );
216 _uniform_character_uMdl = glGetUniformLocation( _shader_character.id, "uMdl" );
217 _uniform_character_uOpacity = glGetUniformLocation( _shader_character.id, "uOpacity" );
218 _uniform_character_uTexMain = glGetUniformLocation( _shader_character.id, "uTexMain" );
219 _uniform_character_uColour = glGetUniformLocation( _shader_character.id, "uColour" );
220 _uniform_character_uCamera = glGetUniformLocation( _shader_character.id, "uCamera" );
221 _uniform_character_g_world_depth = glGetUniformLocation( _shader_character.id, "g_world_depth" );
222 }
223 #endif /* SHADER_character_H */