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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gpos.h
1 #ifndef SHADER_gpos_H
2 #define SHADER_gpos_H
3 static void shader_gpos_link(void);
4 static void shader_gpos_register(void);
5 static struct vg_shader _shader_gpos = {
6 .name = "gpos",
7 .link = shader_gpos_link,
8 .vs =
9 {
10 .orig_file = "../../shaders/standard.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 mat4x3 uMdl;\n"
22 "uniform mat4 uPv;\n"
23 "\n"
24 "out vec4 aColour;\n"
25 "out vec2 aUv;\n"
26 "out vec3 aNorm;\n"
27 "out vec3 aCo;\n"
28 "out vec3 aWorldCo;\n"
29 "\n"
30 "void main()\n"
31 "{\n"
32 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
33 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
34 " aColour = a_colour;\n"
35 " aUv = a_uv;\n"
36 " aNorm = mat3(uMdl) * a_norm;\n"
37 " aCo = a_co;\n"
38 " aWorldCo = world_pos;\n"
39 "}\n"
40 ""},
41 .fs =
42 {
43 .orig_file = "../../shaders/gpos.fs",
44 .static_src =
45 "out vec4 FragColor;\n"
46 "\n"
47 "uniform vec3 uCamera;\n"
48 "\n"
49 "in vec4 aColour;\n"
50 "in vec2 aUv;\n"
51 "in vec3 aNorm;\n"
52 "in vec3 aCo;\n"
53 "in vec3 aWorldCo;\n"
54 "\n"
55 "#line 1 1 \n"
56 "layout (std140) uniform ub_world_lighting\n"
57 "{\n"
58 " vec4 g_light_colours[3];\n"
59 " vec4 g_light_directions[3];\n"
60 " vec4 g_ambient_colour;\n"
61 "\n"
62 " vec4 g_water_plane;\n"
63 " vec4 g_depth_bounds;\n"
64 " float g_water_fog;\n"
65 " int g_light_count;\n"
66 " int g_light_preview;\n"
67 "};\n"
68 "\n"
69 "uniform sampler2D g_world_depth;\n"
70 "\n"
71 "// Standard diffuse + spec models\n"
72 "// ==============================\n"
73 "\n"
74 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
75 "{\n"
76 " vec3 vtotal = g_ambient_colour.rgb;\n"
77 "\n"
78 " for( int i=0; i<g_light_count; i++ )\n"
79 " {\n"
80 " vec3 vcolour = g_light_colours[i].rgb;\n"
81 " vec3 vdir = g_light_directions[i].xyz;\n"
82 "\n"
83 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
84 " vtotal += vcolour*flight;\n"
85 " }\n"
86 "\n"
87 " return vfrag * vtotal;\n"
88 "}\n"
89 "\n"
90 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
91 "{\n"
92 " vec3 vcolour = g_light_colours[0].rgb;\n"
93 " vec3 vdir = g_light_directions[0].xyz;\n"
94 "\n"
95 " vec3 specdir = reflect( -vdir, wnormal );\n"
96 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
97 " return vfrag + vcolour*spec*fintensity;\n"
98 "}\n"
99 "\n"
100 "float world_depth_sample( vec3 pos )\n"
101 "{\n"
102 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
103 " return texture( g_world_depth, depth_coord ).r;\n"
104 "}\n"
105 "\n"
106 "float shadow_sample( vec3 vdir )\n"
107 "{\n"
108 " vec3 sample_pos = aWorldCo + vdir;\n"
109 " float height_sample = world_depth_sample( sample_pos );\n"
110 "\n"
111 " float fdelta = height_sample - sample_pos.y;\n"
112 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
113 "}\n"
114 "\n"
115 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
116 "{\n"
117 " float faccum = 0.0;\n"
118 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
119 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
120 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
121 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
122 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
123 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
124 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
125 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
126 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
127 "}\n"
128 "\n"
129 "vec3 do_light_shadowing( vec3 vfrag )\n"
130 "{\n"
131 " float fspread = g_light_colours[0].w;\n"
132 " vec3 vdir = g_light_directions[0].xyz;\n"
133 " float flength = g_light_directions[0].w;\n"
134 "\n"
135 " float famt = 0.0;\n"
136 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
137 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
138 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
139 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
140 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
141 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
142 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
143 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
144 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
145 "}\n"
146 "\n"
147 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
148 "{\n"
149 " float dist = pow(fdist*0.0008,1.2);\n"
150 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
151 "}\n"
152 "\n"
153 "#line 12 0 \n"
154 "\n"
155 "// Water blending\n"
156 "// ==============\n"
157 "\n"
158 "float water_depth( vec3 pos, vec3 halfview )\n"
159 "{\n"
160 " vec3 pnorm = g_water_plane.xyz;\n"
161 " float pdist = g_water_plane.w;\n"
162 "\n"
163 " float d = dot( pnorm, halfview );\n"
164 " float t = dot((pnorm*pdist - pos), pnorm) / d;\n"
165 " return t * g_water_fog;\n"
166 "}\n"
167 "\n"
168 "void main()\n"
169 "{\n"
170 " vec3 halfview = normalize( uCamera - aCo );\n"
171 " vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );\n"
172 " FragColor = vec4( world_pos, water_depth( aCo, halfview ) );\n"
173 "}\n"
174 ""},
175 };
176
177 static GLuint _uniform_gpos_uMdl;
178 static GLuint _uniform_gpos_uPv;
179 static GLuint _uniform_gpos_uCamera;
180 static GLuint _uniform_gpos_g_world_depth;
181 static void shader_gpos_uMdl(m4x3f m){
182 glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
183 }
184 static void shader_gpos_uPv(m4x4f m){
185 glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
186 }
187 static void shader_gpos_uCamera(v3f v){
188 glUniform3fv( _uniform_gpos_uCamera, 1, v );
189 }
190 static void shader_gpos_g_world_depth(int i){
191 glUniform1i( _uniform_gpos_g_world_depth, i );
192 }
193 static void shader_gpos_register(void){
194 vg_shader_register( &_shader_gpos );
195 }
196 static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
197 static void shader_gpos_link(void){
198 _uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
199 _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
200 _uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
201 _uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
202 }
203 #endif /* SHADER_gpos_H */