1 #include "shaders/scene_standard.h"
2 struct vg_shader _shader_scene_standard
= {
3 .name
= "scene_standard",
6 .orig_file
= "shaders/scene.vs",
8 "layout (location=0) in vec3 a_co;\n"
9 "layout (location=1) in vec4 a_norm;\n"
10 "layout (location=2) in vec2 a_uv;\n"
13 "const float k_motion_lerp_amount = 0.01;\n"
17 "out vec3 aMotionVec0;\n"
18 "out vec3 aMotionVec1;\n"
20 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
22 " // This magically solves some artifacting errors!\n"
24 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
26 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
27 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
32 "uniform mat4x3 uMdl;\n"
34 "uniform mat4 uPvmPrev;\n"
39 "out vec3 aWorldCo;\n"
43 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
44 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
45 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
47 " vs_motion_out( vproj0, vproj1 );\n"
49 " gl_Position = vproj0;\n"
52 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
54 " aWorldCo = world_pos0;\n"
59 .orig_file
= "shaders/scene_standard.fs",
61 "uniform sampler2D uTexGarbage;\n"
62 "uniform sampler2D uTexMain;\n"
63 "uniform vec3 uCamera;\n"
64 "uniform vec4 uPlane;\n"
68 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
80 "layout (location = 0) out vec4 oColour;\n"
82 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
83 "layout (std140) uniform ub_world_lighting\n"
86 " vec4 g_cube_inv_range;\n"
88 " vec4 g_water_plane;\n"
89 " vec4 g_depth_bounds;\n"
91 " vec4 g_daysky_colour;\n"
92 " vec4 g_nightsky_colour;\n"
93 " vec4 g_sunset_colour;\n"
94 " vec4 g_ambient_colour;\n"
95 " vec4 g_sunset_ambient;\n"
96 " vec4 g_sun_colour;\n"
101 " float g_water_fog;\n"
103 " float g_realtime;\n"
104 " float g_shadow_length;\n"
105 " float g_shadow_spread;\n"
107 " float g_time_of_day;\n"
108 " float g_day_phase;\n"
109 " float g_sunset_phase;\n"
111 " int g_light_preview;\n"
112 " int g_shadow_samples;\n"
114 " int g_debug_indices;\n"
115 " int g_debug_complexity;\n"
118 "uniform sampler2D g_world_depth;\n"
119 "uniform samplerBuffer uLightsArray;\n"
120 "uniform usampler3D uLightsIndex;\n"
123 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
124 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
125 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
126 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
127 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
128 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
130 "const float SUN_ANGLE = 0.0001;\n"
131 "const float PI = 3.14159265358979323846264;\n"
133 "//struct world_info\n"
143 "vec3 rand33(vec3 p3)\n"
145 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
146 " p3 += dot(p3, p3.yxz+33.33);\n"
147 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
150 "float stars( vec3 rd, float rr, float size ){\n"
151 " vec3 co = rd * rr;\n"
153 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
155 " float spaces = 1.0 / rr;\n"
156 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
157 " a -= mod(a, spaces) - spaces * 0.5;\n"
159 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
161 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
162 " plane = plane - mod(plane, PI / count);\n"
164 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
166 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
167 " float ydist = sqrt(rr * rr - level * level);\n"
168 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
169 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
170 " float star = smoothstep(size, 0.0, distance(center, co));\n"
174 "float luminance( vec3 v )\n"
176 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
179 "vec3 clearskies_ambient( vec3 dir )\n"
181 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
182 " float sky_gradient = dir.y;\n"
184 " /* Blend phase colours */\n"
185 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
186 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
187 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
189 " /* Add gradient */\n"
190 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
195 "vec3 clearskies_sky( vec3 ray_dir )\n"
197 " ray_dir.y = abs( ray_dir.y );\n"
198 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
201 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
202 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
203 " float sun_shape = pow( sun_size, 2000.0 );\n"
204 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
206 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
207 " sun_colour *= sun_shape;\n"
210 " float star = 0.0;\n"
211 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
213 " if( star_blend > 0.001 ){\n"
214 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
215 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
216 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
220 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
221 " return composite;\n"
224 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
226 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
228 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
229 " g_sunset_phase );\n"
231 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
232 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
233 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
234 " ) * g_sun_colour.rgb * g_day_phase;\n"
236 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
237 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
238 " g_sunset_phase );\n"
240 " return ambient + (light_sun + sky_reflection) * shadow;\n"
245 "float world_depth_sample( vec3 pos )\n"
247 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
248 " return texture( g_world_depth, depth_coord ).r;\n"
251 "float world_water_depth( vec3 pos )\n"
253 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
254 " return world_depth_sample( pos ) - ref_depth;\n"
257 "float shadow_sample( vec3 co ){\n"
258 " float height_sample = world_depth_sample( co );\n"
260 " float fdelta = height_sample - co.y;\n"
261 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
264 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
265 " if( g_shadow_samples == 0 ){\n"
269 " float fspread = g_shadow_spread;\n"
270 " float flength = g_shadow_length;\n"
272 " float famt = 0.0;\n"
273 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
274 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
275 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
276 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
278 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
279 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
280 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
281 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
283 " return 1.0 - famt;\n"
286 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
288 " vec3 specdir = reflect( -dir, wnormal );\n"
289 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
292 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
293 " float dist = pow(fdist*0.0010,0.78);\n"
294 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
297 "vec3 scene_calculate_light( int light_index, \n"
298 " vec3 halfview, vec3 co, vec3 normal )\n"
300 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
301 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
302 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
304 " vec3 light_delta = light_co.xyz-co;\n"
305 " float dist2 = dot(light_delta,light_delta);\n"
307 " light_delta = normalize( light_delta );\n"
309 " float quadratic = dist2*100.0;\n"
310 " float attenuation = 1.0/( 1.0 + quadratic );\n"
311 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
313 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
315 " if( light_dir.w < 0.999999 ){\n"
316 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
317 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
320 " return light_colour.rgb * attenuation * falloff \n"
321 " * step( g_day_phase, light_colour.w );\n"
324 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
325 " vec3 halfview, vec3 co, vec3 normal )\n"
327 " uint light_count = packed_index & 0x3u;\n"
329 " vec3 l = vec3(0.0);\n"
331 " if( light_count >= 1u ){\n"
332 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
333 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
334 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
336 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
338 " if( light_count >= 2u ){\n"
339 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
341 " if( light_count >= 3u ){\n"
342 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
350 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
351 " float light_mask )\n"
353 " if( g_light_preview == 1 )\n"
354 " diffuse = vec3(0.75);\n"
357 " vec3 halfview = uCamera - co;\n"
358 " float fdist = length(halfview);\n"
359 " halfview /= fdist;\n"
361 " float world_shadow = newlight_compute_sun_shadow( \n"
362 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
364 " vec3 total_light = clearskies_lighting( \n"
365 " normal, min( light_mask, world_shadow ), halfview );\n"
367 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
368 " cube_coord = floor( cube_coord );\n"
370 " if( g_debug_indices == 1 )\n"
372 " return rand33(cube_coord);\n"
375 " if( g_debug_complexity == 1 )\n"
377 " ivec3 coord = ivec3( cube_coord );\n"
378 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
380 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
381 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
384 " // FIXME: this coord should absolutely must be clamped!\n"
386 " ivec3 coord = ivec3( cube_coord );\n"
387 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
390 " scene_calculate_packed_light_patch( index_sample.x,\n"
391 " halfview, co, normal ) \n"
394 " scene_calculate_packed_light_patch( index_sample.y,\n"
395 " halfview, co, normal )\n"
398 " // Take a section of the sky function to give us a matching fog colour\n"
400 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
401 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
402 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
403 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
405 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
406 " sun_colour *= sun_shape;\n"
408 " fog_colour += sun_colour;\n"
409 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
414 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
416 " vec3 pa = p - a;\n"
417 " vec3 ba = b - a;\n"
419 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
420 " return length( pa - ba*h );\n"
423 "float compute_board_shadow()\n"
425 " // player shadow\n"
426 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
427 " g_board_1.xyz )-0.1 );\n"
428 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
429 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
431 " return 1.0 - player_shadow*0.8;\n"
434 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
436 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
441 "const float k_motion_lerp_amount = 0.01;\n"
445 "layout (location = 1) out vec2 oMotionVec;\n"
447 "in vec3 aMotionVec0;\n"
448 "in vec3 aMotionVec1;\n"
450 "void compute_motion_vectors()\n"
452 " // Write motion vectors\n"
453 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
454 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
456 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
463 " compute_motion_vectors();\n"
465 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
466 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
467 " vec3 qnorm = aNorm.xyz;\n"
469 " vfrag = vsamplemain.rgb;\n"
471 " if( g_light_preview == 1 )\n"
473 " vfrag = vec3(0.5);\n"
476 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
477 " oColour = vec4( vfrag, 1.0 );\n"
482 GLuint _uniform_scene_standard_uMdl
;
483 GLuint _uniform_scene_standard_uPv
;
484 GLuint _uniform_scene_standard_uPvmPrev
;
485 GLuint _uniform_scene_standard_uTexGarbage
;
486 GLuint _uniform_scene_standard_uTexMain
;
487 GLuint _uniform_scene_standard_uCamera
;
488 GLuint _uniform_scene_standard_uPlane
;
489 GLuint _uniform_scene_standard_g_world_depth
;
490 GLuint _uniform_scene_standard_uLightsArray
;
491 GLuint _uniform_scene_standard_uLightsIndex
;
492 #include "shaders/scene_standard_alphatest.h"
493 struct vg_shader _shader_scene_standard_alphatest
= {
494 .name
= "scene_standard_alphatest",
497 .orig_file
= "shaders/scene.vs",
499 "layout (location=0) in vec3 a_co;\n"
500 "layout (location=1) in vec4 a_norm;\n"
501 "layout (location=2) in vec2 a_uv;\n"
504 "const float k_motion_lerp_amount = 0.01;\n"
508 "out vec3 aMotionVec0;\n"
509 "out vec3 aMotionVec1;\n"
511 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
513 " // This magically solves some artifacting errors!\n"
515 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
517 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
518 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
523 "uniform mat4x3 uMdl;\n"
524 "uniform mat4 uPv;\n"
525 "uniform mat4 uPvmPrev;\n"
530 "out vec3 aWorldCo;\n"
534 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
535 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
536 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
538 " vs_motion_out( vproj0, vproj1 );\n"
540 " gl_Position = vproj0;\n"
543 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
545 " aWorldCo = world_pos0;\n"
550 .orig_file
= "shaders/scene_standard_alphatest.fs",
552 "uniform sampler2D uTexGarbage;\n"
553 "uniform sampler2D uTexMain;\n"
554 "uniform vec3 uCamera;\n"
555 "uniform vec4 uPlane;\n"
559 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
568 "in vec3 aWorldCo;\n"
571 "layout (location = 0) out vec4 oColour;\n"
573 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
574 "layout (std140) uniform ub_world_lighting\n"
576 " vec4 g_cube_min;\n"
577 " vec4 g_cube_inv_range;\n"
579 " vec4 g_water_plane;\n"
580 " vec4 g_depth_bounds;\n"
582 " vec4 g_daysky_colour;\n"
583 " vec4 g_nightsky_colour;\n"
584 " vec4 g_sunset_colour;\n"
585 " vec4 g_ambient_colour;\n"
586 " vec4 g_sunset_ambient;\n"
587 " vec4 g_sun_colour;\n"
592 " float g_water_fog;\n"
594 " float g_realtime;\n"
595 " float g_shadow_length;\n"
596 " float g_shadow_spread;\n"
598 " float g_time_of_day;\n"
599 " float g_day_phase;\n"
600 " float g_sunset_phase;\n"
602 " int g_light_preview;\n"
603 " int g_shadow_samples;\n"
605 " int g_debug_indices;\n"
606 " int g_debug_complexity;\n"
609 "uniform sampler2D g_world_depth;\n"
610 "uniform samplerBuffer uLightsArray;\n"
611 "uniform usampler3D uLightsIndex;\n"
614 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
615 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
616 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
617 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
618 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
619 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
621 "const float SUN_ANGLE = 0.0001;\n"
622 "const float PI = 3.14159265358979323846264;\n"
624 "//struct world_info\n"
634 "vec3 rand33(vec3 p3)\n"
636 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
637 " p3 += dot(p3, p3.yxz+33.33);\n"
638 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
641 "float stars( vec3 rd, float rr, float size ){\n"
642 " vec3 co = rd * rr;\n"
644 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
646 " float spaces = 1.0 / rr;\n"
647 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
648 " a -= mod(a, spaces) - spaces * 0.5;\n"
650 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
652 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
653 " plane = plane - mod(plane, PI / count);\n"
655 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
657 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
658 " float ydist = sqrt(rr * rr - level * level);\n"
659 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
660 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
661 " float star = smoothstep(size, 0.0, distance(center, co));\n"
665 "float luminance( vec3 v )\n"
667 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
670 "vec3 clearskies_ambient( vec3 dir )\n"
672 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
673 " float sky_gradient = dir.y;\n"
675 " /* Blend phase colours */\n"
676 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
677 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
678 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
680 " /* Add gradient */\n"
681 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
686 "vec3 clearskies_sky( vec3 ray_dir )\n"
688 " ray_dir.y = abs( ray_dir.y );\n"
689 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
692 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
693 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
694 " float sun_shape = pow( sun_size, 2000.0 );\n"
695 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
697 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
698 " sun_colour *= sun_shape;\n"
701 " float star = 0.0;\n"
702 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
704 " if( star_blend > 0.001 ){\n"
705 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
706 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
707 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
711 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
712 " return composite;\n"
715 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
717 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
719 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
720 " g_sunset_phase );\n"
722 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
723 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
724 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
725 " ) * g_sun_colour.rgb * g_day_phase;\n"
727 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
728 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
729 " g_sunset_phase );\n"
731 " return ambient + (light_sun + sky_reflection) * shadow;\n"
736 "float world_depth_sample( vec3 pos )\n"
738 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
739 " return texture( g_world_depth, depth_coord ).r;\n"
742 "float world_water_depth( vec3 pos )\n"
744 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
745 " return world_depth_sample( pos ) - ref_depth;\n"
748 "float shadow_sample( vec3 co ){\n"
749 " float height_sample = world_depth_sample( co );\n"
751 " float fdelta = height_sample - co.y;\n"
752 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
755 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
756 " if( g_shadow_samples == 0 ){\n"
760 " float fspread = g_shadow_spread;\n"
761 " float flength = g_shadow_length;\n"
763 " float famt = 0.0;\n"
764 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
765 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
766 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
767 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
769 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
770 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
771 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
772 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
774 " return 1.0 - famt;\n"
777 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
779 " vec3 specdir = reflect( -dir, wnormal );\n"
780 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
783 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
784 " float dist = pow(fdist*0.0010,0.78);\n"
785 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
788 "vec3 scene_calculate_light( int light_index, \n"
789 " vec3 halfview, vec3 co, vec3 normal )\n"
791 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
792 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
793 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
795 " vec3 light_delta = light_co.xyz-co;\n"
796 " float dist2 = dot(light_delta,light_delta);\n"
798 " light_delta = normalize( light_delta );\n"
800 " float quadratic = dist2*100.0;\n"
801 " float attenuation = 1.0/( 1.0 + quadratic );\n"
802 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
804 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
806 " if( light_dir.w < 0.999999 ){\n"
807 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
808 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
811 " return light_colour.rgb * attenuation * falloff \n"
812 " * step( g_day_phase, light_colour.w );\n"
815 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
816 " vec3 halfview, vec3 co, vec3 normal )\n"
818 " uint light_count = packed_index & 0x3u;\n"
820 " vec3 l = vec3(0.0);\n"
822 " if( light_count >= 1u ){\n"
823 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
824 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
825 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
827 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
829 " if( light_count >= 2u ){\n"
830 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
832 " if( light_count >= 3u ){\n"
833 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
841 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
842 " float light_mask )\n"
844 " if( g_light_preview == 1 )\n"
845 " diffuse = vec3(0.75);\n"
848 " vec3 halfview = uCamera - co;\n"
849 " float fdist = length(halfview);\n"
850 " halfview /= fdist;\n"
852 " float world_shadow = newlight_compute_sun_shadow( \n"
853 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
855 " vec3 total_light = clearskies_lighting( \n"
856 " normal, min( light_mask, world_shadow ), halfview );\n"
858 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
859 " cube_coord = floor( cube_coord );\n"
861 " if( g_debug_indices == 1 )\n"
863 " return rand33(cube_coord);\n"
866 " if( g_debug_complexity == 1 )\n"
868 " ivec3 coord = ivec3( cube_coord );\n"
869 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
871 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
872 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
875 " // FIXME: this coord should absolutely must be clamped!\n"
877 " ivec3 coord = ivec3( cube_coord );\n"
878 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
881 " scene_calculate_packed_light_patch( index_sample.x,\n"
882 " halfview, co, normal ) \n"
885 " scene_calculate_packed_light_patch( index_sample.y,\n"
886 " halfview, co, normal )\n"
889 " // Take a section of the sky function to give us a matching fog colour\n"
891 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
892 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
893 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
894 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
896 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
897 " sun_colour *= sun_shape;\n"
899 " fog_colour += sun_colour;\n"
900 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
905 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
907 " vec3 pa = p - a;\n"
908 " vec3 ba = b - a;\n"
910 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
911 " return length( pa - ba*h );\n"
914 "float compute_board_shadow()\n"
916 " // player shadow\n"
917 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
918 " g_board_1.xyz )-0.1 );\n"
919 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
920 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
922 " return 1.0 - player_shadow*0.8;\n"
925 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
927 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
932 "const float k_motion_lerp_amount = 0.01;\n"
936 "layout (location = 1) out vec2 oMotionVec;\n"
938 "in vec3 aMotionVec0;\n"
939 "in vec3 aMotionVec1;\n"
941 "void compute_motion_vectors()\n"
943 " // Write motion vectors\n"
944 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
945 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
947 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
954 " compute_motion_vectors();\n"
956 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
957 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
958 " vec3 qnorm = aNorm.xyz;\n"
960 " if( vsamplemain.a < 0.15 )\n"
963 " vfrag = vsamplemain.rgb;\n"
965 " if( g_light_preview == 1 )\n"
967 " vfrag = vec3(0.5);\n"
970 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
971 " oColour = vec4(vfrag, 1.0);\n"
976 GLuint _uniform_scene_standard_alphatest_uMdl
;
977 GLuint _uniform_scene_standard_alphatest_uPv
;
978 GLuint _uniform_scene_standard_alphatest_uPvmPrev
;
979 GLuint _uniform_scene_standard_alphatest_uTexGarbage
;
980 GLuint _uniform_scene_standard_alphatest_uTexMain
;
981 GLuint _uniform_scene_standard_alphatest_uCamera
;
982 GLuint _uniform_scene_standard_alphatest_uPlane
;
983 GLuint _uniform_scene_standard_alphatest_g_world_depth
;
984 GLuint _uniform_scene_standard_alphatest_uLightsArray
;
985 GLuint _uniform_scene_standard_alphatest_uLightsIndex
;
986 #include "shaders/scene_foliage.h"
987 struct vg_shader _shader_scene_foliage
= {
988 .name
= "scene_foliage",
991 .orig_file
= "shaders/scene_foliage.vs",
993 "layout (location=0) in vec3 a_co;\n"
994 "layout (location=1) in vec4 a_norm;\n"
995 "layout (location=2) in vec2 a_uv;\n"
998 "const float k_motion_lerp_amount = 0.01;\n"
1002 "out vec3 aMotionVec0;\n"
1003 "out vec3 aMotionVec1;\n"
1005 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
1007 " // This magically solves some artifacting errors!\n"
1009 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
1011 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
1012 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
1017 "uniform mat4x3 uMdl;\n"
1018 "uniform mat4 uPv;\n"
1019 "uniform mat4 uPvmPrev;\n"
1020 "uniform float uTime;\n"
1025 "out vec3 aWorldCo;\n"
1028 " vec4 vsine = sin(vec4(uTime + a_co.x, uTime*0.7 + a_co.z,uTime,uTime*1.3));\n"
1029 " vec3 co = a_co + vsine.xyz * a_norm.w * 0.5;\n"
1031 " vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
1032 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
1033 " vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
1035 " vs_motion_out( vproj0, vproj1 );\n"
1037 " gl_Position = vproj0;\n"
1040 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
1042 " aWorldCo = world_pos0;\n"
1047 .orig_file
= "shaders/scene_foliage.fs",
1049 "uniform sampler2D uTexGarbage;\n"
1050 "uniform sampler2D uTexMain;\n"
1051 "uniform vec3 uCamera;\n"
1052 "uniform vec4 uPlane;\n"
1054 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.4;\n"
1061 "in vec3 aWorldCo;\n"
1064 "layout (location = 0) out vec4 oColour;\n"
1066 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
1067 "layout (std140) uniform ub_world_lighting\n"
1069 " vec4 g_cube_min;\n"
1070 " vec4 g_cube_inv_range;\n"
1072 " vec4 g_water_plane;\n"
1073 " vec4 g_depth_bounds;\n"
1075 " vec4 g_daysky_colour;\n"
1076 " vec4 g_nightsky_colour;\n"
1077 " vec4 g_sunset_colour;\n"
1078 " vec4 g_ambient_colour;\n"
1079 " vec4 g_sunset_ambient;\n"
1080 " vec4 g_sun_colour;\n"
1081 " vec4 g_sun_dir;\n"
1082 " vec4 g_board_0;\n"
1083 " vec4 g_board_1;\n"
1085 " float g_water_fog;\n"
1087 " float g_realtime;\n"
1088 " float g_shadow_length;\n"
1089 " float g_shadow_spread;\n"
1091 " float g_time_of_day;\n"
1092 " float g_day_phase;\n"
1093 " float g_sunset_phase;\n"
1095 " int g_light_preview;\n"
1096 " int g_shadow_samples;\n"
1098 " int g_debug_indices;\n"
1099 " int g_debug_complexity;\n"
1102 "uniform sampler2D g_world_depth;\n"
1103 "uniform samplerBuffer uLightsArray;\n"
1104 "uniform usampler3D uLightsIndex;\n"
1107 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
1108 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
1109 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
1110 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
1111 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
1112 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
1114 "const float SUN_ANGLE = 0.0001;\n"
1115 "const float PI = 3.14159265358979323846264;\n"
1117 "//struct world_info\n"
1122 "// sunset_phase;\n"
1124 "// vec3 sun_dir;\n"
1127 "vec3 rand33(vec3 p3)\n"
1129 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
1130 " p3 += dot(p3, p3.yxz+33.33);\n"
1131 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
1134 "float stars( vec3 rd, float rr, float size ){\n"
1135 " vec3 co = rd * rr;\n"
1137 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
1139 " float spaces = 1.0 / rr;\n"
1140 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
1141 " a -= mod(a, spaces) - spaces * 0.5;\n"
1143 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
1145 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
1146 " plane = plane - mod(plane, PI / count);\n"
1148 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
1150 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
1151 " float ydist = sqrt(rr * rr - level * level);\n"
1152 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
1153 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
1154 " float star = smoothstep(size, 0.0, distance(center, co));\n"
1158 "float luminance( vec3 v )\n"
1160 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
1163 "vec3 clearskies_ambient( vec3 dir )\n"
1165 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
1166 " float sky_gradient = dir.y;\n"
1168 " /* Blend phase colours */\n"
1169 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
1170 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
1171 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
1173 " /* Add gradient */\n"
1174 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
1176 " return ambient;\n"
1179 "vec3 clearskies_sky( vec3 ray_dir )\n"
1181 " ray_dir.y = abs( ray_dir.y );\n"
1182 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
1185 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
1186 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
1187 " float sun_shape = pow( sun_size, 2000.0 );\n"
1188 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
1190 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
1191 " sun_colour *= sun_shape;\n"
1194 " float star = 0.0;\n"
1195 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
1197 " if( star_blend > 0.001 ){\n"
1198 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
1199 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
1200 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
1204 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
1205 " return composite;\n"
1208 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
1210 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
1212 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
1213 " g_sunset_phase );\n"
1215 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
1216 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
1217 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
1218 " ) * g_sun_colour.rgb * g_day_phase;\n"
1220 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
1221 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
1222 " g_sunset_phase );\n"
1224 " return ambient + (light_sun + sky_reflection) * shadow;\n"
1229 "float world_depth_sample( vec3 pos )\n"
1231 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
1232 " return texture( g_world_depth, depth_coord ).r;\n"
1235 "float world_water_depth( vec3 pos )\n"
1237 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
1238 " return world_depth_sample( pos ) - ref_depth;\n"
1241 "float shadow_sample( vec3 co ){\n"
1242 " float height_sample = world_depth_sample( co );\n"
1244 " float fdelta = height_sample - co.y;\n"
1245 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
1248 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
1249 " if( g_shadow_samples == 0 ){\n"
1253 " float fspread = g_shadow_spread;\n"
1254 " float flength = g_shadow_length;\n"
1256 " float famt = 0.0;\n"
1257 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
1258 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
1259 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
1260 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
1262 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
1263 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
1264 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
1265 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
1267 " return 1.0 - famt;\n"
1270 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
1272 " vec3 specdir = reflect( -dir, wnormal );\n"
1273 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
1276 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
1277 " float dist = pow(fdist*0.0010,0.78);\n"
1278 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
1281 "vec3 scene_calculate_light( int light_index, \n"
1282 " vec3 halfview, vec3 co, vec3 normal )\n"
1284 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
1285 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
1286 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
1288 " vec3 light_delta = light_co.xyz-co;\n"
1289 " float dist2 = dot(light_delta,light_delta);\n"
1291 " light_delta = normalize( light_delta );\n"
1293 " float quadratic = dist2*100.0;\n"
1294 " float attenuation = 1.0/( 1.0 + quadratic );\n"
1295 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
1297 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
1299 " if( light_dir.w < 0.999999 ){\n"
1300 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
1301 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
1304 " return light_colour.rgb * attenuation * falloff \n"
1305 " * step( g_day_phase, light_colour.w );\n"
1308 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
1309 " vec3 halfview, vec3 co, vec3 normal )\n"
1311 " uint light_count = packed_index & 0x3u;\n"
1313 " vec3 l = vec3(0.0);\n"
1315 " if( light_count >= 1u ){\n"
1316 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
1317 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
1318 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
1320 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
1322 " if( light_count >= 2u ){\n"
1323 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
1325 " if( light_count >= 3u ){\n"
1326 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
1334 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
1335 " float light_mask )\n"
1337 " if( g_light_preview == 1 )\n"
1338 " diffuse = vec3(0.75);\n"
1341 " vec3 halfview = uCamera - co;\n"
1342 " float fdist = length(halfview);\n"
1343 " halfview /= fdist;\n"
1345 " float world_shadow = newlight_compute_sun_shadow( \n"
1346 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
1348 " vec3 total_light = clearskies_lighting( \n"
1349 " normal, min( light_mask, world_shadow ), halfview );\n"
1351 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
1352 " cube_coord = floor( cube_coord );\n"
1354 " if( g_debug_indices == 1 )\n"
1356 " return rand33(cube_coord);\n"
1359 " if( g_debug_complexity == 1 )\n"
1361 " ivec3 coord = ivec3( cube_coord );\n"
1362 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
1364 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
1365 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
1368 " // FIXME: this coord should absolutely must be clamped!\n"
1370 " ivec3 coord = ivec3( cube_coord );\n"
1371 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
1373 " total_light += \n"
1374 " scene_calculate_packed_light_patch( index_sample.x,\n"
1375 " halfview, co, normal ) \n"
1377 " total_light += \n"
1378 " scene_calculate_packed_light_patch( index_sample.y,\n"
1379 " halfview, co, normal )\n"
1382 " // Take a section of the sky function to give us a matching fog colour\n"
1384 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
1385 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
1386 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
1387 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
1389 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
1390 " sun_colour *= sun_shape;\n"
1392 " fog_colour += sun_colour;\n"
1393 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
1398 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
1400 " vec3 pa = p - a;\n"
1401 " vec3 ba = b - a;\n"
1403 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
1404 " return length( pa - ba*h );\n"
1407 "float compute_board_shadow()\n"
1409 " // player shadow\n"
1410 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
1411 " g_board_1.xyz )-0.1 );\n"
1412 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
1413 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
1415 " return 1.0 - player_shadow*0.8;\n"
1418 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
1420 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
1425 "const float k_motion_lerp_amount = 0.01;\n"
1429 "layout (location = 1) out vec2 oMotionVec;\n"
1431 "in vec3 aMotionVec0;\n"
1432 "in vec3 aMotionVec1;\n"
1434 "void compute_motion_vectors()\n"
1436 " // Write motion vectors\n"
1437 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
1438 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
1440 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
1446 " compute_motion_vectors();\n"
1448 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
1449 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
1450 " vec3 qnorm = aNorm.xyz;\n"
1452 " if( vsamplemain.a < 0.15 )\n"
1455 " vfrag = vsamplemain.rgb;\n"
1457 " if( g_light_preview == 1 ){\n"
1458 " vfrag = vec3(0.5);\n"
1461 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
1462 " oColour = vec4(vfrag, 1.0);\n"
1467 GLuint _uniform_scene_foliage_uMdl
;
1468 GLuint _uniform_scene_foliage_uPv
;
1469 GLuint _uniform_scene_foliage_uPvmPrev
;
1470 GLuint _uniform_scene_foliage_uTime
;
1471 GLuint _uniform_scene_foliage_uTexGarbage
;
1472 GLuint _uniform_scene_foliage_uTexMain
;
1473 GLuint _uniform_scene_foliage_uCamera
;
1474 GLuint _uniform_scene_foliage_uPlane
;
1475 GLuint _uniform_scene_foliage_g_world_depth
;
1476 GLuint _uniform_scene_foliage_uLightsArray
;
1477 GLuint _uniform_scene_foliage_uLightsIndex
;
1478 #include "shaders/scene_override.h"
1479 struct vg_shader _shader_scene_override
= {
1480 .name
= "scene_override",
1483 .orig_file
= "shaders/scene_override.vs",
1485 "layout (location=0) in vec3 a_co;\n"
1486 "layout (location=1) in vec4 a_norm;\n"
1487 "layout (location=2) in vec2 a_uv;\n"
1490 "const float k_motion_lerp_amount = 0.01;\n"
1494 "out vec3 aMotionVec0;\n"
1495 "out vec3 aMotionVec1;\n"
1497 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
1499 " // This magically solves some artifacting errors!\n"
1501 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
1503 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
1504 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
1509 "uniform mat4x3 uMdl;\n"
1510 "uniform mat4 uPv;\n"
1511 "uniform mat4 uPvmPrev;\n"
1512 "uniform mat3 uNormalMtx;\n"
1517 "out vec3 aWorldCo;\n"
1521 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
1522 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
1523 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
1525 " vs_motion_out( vproj0, vproj1 );\n"
1527 " gl_Position = vproj0;\n"
1530 " aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n"
1532 " aWorldCo = world_pos0;\n"
1537 .orig_file
= "shaders/scene_override.fs",
1539 "uniform sampler2D uTexGarbage;\n"
1540 "uniform sampler2D uTexMain;\n"
1541 "uniform vec3 uCamera;\n"
1542 "uniform vec4 uPlane;\n"
1544 "uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
1545 "uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n"
1546 "uniform bool uAlphatest;\n"
1547 "uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n"
1551 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
1560 "in vec3 aWorldCo;\n"
1563 "layout (location = 0) out vec4 oColour;\n"
1565 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
1566 "layout (std140) uniform ub_world_lighting\n"
1568 " vec4 g_cube_min;\n"
1569 " vec4 g_cube_inv_range;\n"
1571 " vec4 g_water_plane;\n"
1572 " vec4 g_depth_bounds;\n"
1574 " vec4 g_daysky_colour;\n"
1575 " vec4 g_nightsky_colour;\n"
1576 " vec4 g_sunset_colour;\n"
1577 " vec4 g_ambient_colour;\n"
1578 " vec4 g_sunset_ambient;\n"
1579 " vec4 g_sun_colour;\n"
1580 " vec4 g_sun_dir;\n"
1581 " vec4 g_board_0;\n"
1582 " vec4 g_board_1;\n"
1584 " float g_water_fog;\n"
1586 " float g_realtime;\n"
1587 " float g_shadow_length;\n"
1588 " float g_shadow_spread;\n"
1590 " float g_time_of_day;\n"
1591 " float g_day_phase;\n"
1592 " float g_sunset_phase;\n"
1594 " int g_light_preview;\n"
1595 " int g_shadow_samples;\n"
1597 " int g_debug_indices;\n"
1598 " int g_debug_complexity;\n"
1601 "uniform sampler2D g_world_depth;\n"
1602 "uniform samplerBuffer uLightsArray;\n"
1603 "uniform usampler3D uLightsIndex;\n"
1606 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
1607 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
1608 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
1609 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
1610 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
1611 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
1613 "const float SUN_ANGLE = 0.0001;\n"
1614 "const float PI = 3.14159265358979323846264;\n"
1616 "//struct world_info\n"
1621 "// sunset_phase;\n"
1623 "// vec3 sun_dir;\n"
1626 "vec3 rand33(vec3 p3)\n"
1628 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
1629 " p3 += dot(p3, p3.yxz+33.33);\n"
1630 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
1633 "float stars( vec3 rd, float rr, float size ){\n"
1634 " vec3 co = rd * rr;\n"
1636 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
1638 " float spaces = 1.0 / rr;\n"
1639 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
1640 " a -= mod(a, spaces) - spaces * 0.5;\n"
1642 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
1644 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
1645 " plane = plane - mod(plane, PI / count);\n"
1647 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
1649 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
1650 " float ydist = sqrt(rr * rr - level * level);\n"
1651 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
1652 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
1653 " float star = smoothstep(size, 0.0, distance(center, co));\n"
1657 "float luminance( vec3 v )\n"
1659 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
1662 "vec3 clearskies_ambient( vec3 dir )\n"
1664 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
1665 " float sky_gradient = dir.y;\n"
1667 " /* Blend phase colours */\n"
1668 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
1669 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
1670 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
1672 " /* Add gradient */\n"
1673 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
1675 " return ambient;\n"
1678 "vec3 clearskies_sky( vec3 ray_dir )\n"
1680 " ray_dir.y = abs( ray_dir.y );\n"
1681 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
1684 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
1685 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
1686 " float sun_shape = pow( sun_size, 2000.0 );\n"
1687 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
1689 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
1690 " sun_colour *= sun_shape;\n"
1693 " float star = 0.0;\n"
1694 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
1696 " if( star_blend > 0.001 ){\n"
1697 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
1698 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
1699 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
1703 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
1704 " return composite;\n"
1707 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
1709 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
1711 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
1712 " g_sunset_phase );\n"
1714 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
1715 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
1716 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
1717 " ) * g_sun_colour.rgb * g_day_phase;\n"
1719 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
1720 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
1721 " g_sunset_phase );\n"
1723 " return ambient + (light_sun + sky_reflection) * shadow;\n"
1728 "float world_depth_sample( vec3 pos )\n"
1730 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
1731 " return texture( g_world_depth, depth_coord ).r;\n"
1734 "float world_water_depth( vec3 pos )\n"
1736 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
1737 " return world_depth_sample( pos ) - ref_depth;\n"
1740 "float shadow_sample( vec3 co ){\n"
1741 " float height_sample = world_depth_sample( co );\n"
1743 " float fdelta = height_sample - co.y;\n"
1744 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
1747 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
1748 " if( g_shadow_samples == 0 ){\n"
1752 " float fspread = g_shadow_spread;\n"
1753 " float flength = g_shadow_length;\n"
1755 " float famt = 0.0;\n"
1756 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
1757 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
1758 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
1759 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
1761 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
1762 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
1763 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
1764 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
1766 " return 1.0 - famt;\n"
1769 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
1771 " vec3 specdir = reflect( -dir, wnormal );\n"
1772 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
1775 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
1776 " float dist = pow(fdist*0.0010,0.78);\n"
1777 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
1780 "vec3 scene_calculate_light( int light_index, \n"
1781 " vec3 halfview, vec3 co, vec3 normal )\n"
1783 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
1784 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
1785 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
1787 " vec3 light_delta = light_co.xyz-co;\n"
1788 " float dist2 = dot(light_delta,light_delta);\n"
1790 " light_delta = normalize( light_delta );\n"
1792 " float quadratic = dist2*100.0;\n"
1793 " float attenuation = 1.0/( 1.0 + quadratic );\n"
1794 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
1796 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
1798 " if( light_dir.w < 0.999999 ){\n"
1799 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
1800 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
1803 " return light_colour.rgb * attenuation * falloff \n"
1804 " * step( g_day_phase, light_colour.w );\n"
1807 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
1808 " vec3 halfview, vec3 co, vec3 normal )\n"
1810 " uint light_count = packed_index & 0x3u;\n"
1812 " vec3 l = vec3(0.0);\n"
1814 " if( light_count >= 1u ){\n"
1815 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
1816 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
1817 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
1819 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
1821 " if( light_count >= 2u ){\n"
1822 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
1824 " if( light_count >= 3u ){\n"
1825 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
1833 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
1834 " float light_mask )\n"
1836 " if( g_light_preview == 1 )\n"
1837 " diffuse = vec3(0.75);\n"
1840 " vec3 halfview = uCamera - co;\n"
1841 " float fdist = length(halfview);\n"
1842 " halfview /= fdist;\n"
1844 " float world_shadow = newlight_compute_sun_shadow( \n"
1845 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
1847 " vec3 total_light = clearskies_lighting( \n"
1848 " normal, min( light_mask, world_shadow ), halfview );\n"
1850 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
1851 " cube_coord = floor( cube_coord );\n"
1853 " if( g_debug_indices == 1 )\n"
1855 " return rand33(cube_coord);\n"
1858 " if( g_debug_complexity == 1 )\n"
1860 " ivec3 coord = ivec3( cube_coord );\n"
1861 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
1863 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
1864 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
1867 " // FIXME: this coord should absolutely must be clamped!\n"
1869 " ivec3 coord = ivec3( cube_coord );\n"
1870 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
1872 " total_light += \n"
1873 " scene_calculate_packed_light_patch( index_sample.x,\n"
1874 " halfview, co, normal ) \n"
1876 " total_light += \n"
1877 " scene_calculate_packed_light_patch( index_sample.y,\n"
1878 " halfview, co, normal )\n"
1881 " // Take a section of the sky function to give us a matching fog colour\n"
1883 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
1884 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
1885 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
1886 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
1888 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
1889 " sun_colour *= sun_shape;\n"
1891 " fog_colour += sun_colour;\n"
1892 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
1897 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
1899 " vec3 pa = p - a;\n"
1900 " vec3 ba = b - a;\n"
1902 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
1903 " return length( pa - ba*h );\n"
1906 "float compute_board_shadow()\n"
1908 " // player shadow\n"
1909 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
1910 " g_board_1.xyz )-0.1 );\n"
1911 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
1912 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
1914 " return 1.0 - player_shadow*0.8;\n"
1917 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
1919 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
1924 "const float k_motion_lerp_amount = 0.01;\n"
1928 "layout (location = 1) out vec2 oMotionVec;\n"
1930 "in vec3 aMotionVec0;\n"
1931 "in vec3 aMotionVec1;\n"
1933 "void compute_motion_vectors()\n"
1935 " // Write motion vectors\n"
1936 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
1937 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
1939 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
1944 "vec2 smin( float a, float b, float k ){\n"
1945 " float h = max( k-abs(a-b), 0.0 )/k;\n"
1946 " float m = h*h*0.5;\n"
1947 " float s = m*k*(1.0/2.0);\n"
1950 " return vec2(a-s,m);\n"
1952 " return vec2(b-s,1.0-m);\n"
1956 " vec2 ssuv = gl_FragCoord.xy;\n"
1957 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
1958 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
1960 " float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n"
1961 " float dy0 = aCo.y - uMapInfo.x;\n"
1962 " float dy1 = uMapInfo.y - aCo.y;\n"
1964 " if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) \n"
1967 " compute_motion_vectors();\n"
1969 " vec3 vfrag = vec3(0.898,0.811,0.716);\n"
1970 " vec3 qnorm = aNorm.xyz;\n"
1972 " qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"
1973 " qnorm += vec3(0.001,0.0,0.0);\n"
1975 " if( uAlphatest ){\n"
1976 " vec4 vSample = texture( uTexMain, aUv );\n"
1977 " if( vSample.a < 0.5 )\n"
1983 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
1986 " float d0 = distance( aCo, uPlayerPos.xyz )*2.0;\n"
1987 " float d1 = distance( aCo, uSpawnPos.xyz );\n"
1989 " vec2 dm = smin( d0, d1, 10.0 );\n"
1990 " float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
1991 " max(0.0,1.0-dm.x*0.04) * \n"
1992 " max(0.0,qnorm.y);\n"
1993 " vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
1996 " vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
1997 " float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
1998 " vec3 p0 = uPlayerPos.xyz + v0*t;\n"
1999 " float d3 = distance(p0,aCo);\n"
2000 " emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
2004 " if( uMapInfo.z > 0.0 ){\n"
2005 " float height = fract( aCo.y * 0.1 );\n"
2006 " float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n"
2007 " vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n"
2010 " oColour = vec4( vfrag, 1.0 );\n"
2011 " //oColour = vec4( vfrag, 1.0 );\n"
2016 GLuint _uniform_scene_override_uMdl
;
2017 GLuint _uniform_scene_override_uPv
;
2018 GLuint _uniform_scene_override_uPvmPrev
;
2019 GLuint _uniform_scene_override_uNormalMtx
;
2020 GLuint _uniform_scene_override_uTexGarbage
;
2021 GLuint _uniform_scene_override_uTexMain
;
2022 GLuint _uniform_scene_override_uCamera
;
2023 GLuint _uniform_scene_override_uPlane
;
2024 GLuint _uniform_scene_override_uPlayerPos
;
2025 GLuint _uniform_scene_override_uSpawnPos
;
2026 GLuint _uniform_scene_override_uAlphatest
;
2027 GLuint _uniform_scene_override_uMapInfo
;
2028 GLuint _uniform_scene_override_g_world_depth
;
2029 GLuint _uniform_scene_override_uLightsArray
;
2030 GLuint _uniform_scene_override_uLightsIndex
;
2031 #include "shaders/scene_fxglow.h"
2032 struct vg_shader _shader_scene_fxglow
= {
2033 .name
= "scene_fxglow",
2036 .orig_file
= "shaders/scene_fxglow.vs",
2038 "layout (location=0) in vec3 a_co;\n"
2039 "layout (location=1) in vec4 a_norm;\n"
2040 "layout (location=2) in vec2 a_uv;\n"
2043 "const float k_motion_lerp_amount = 0.01;\n"
2047 "out vec3 aMotionVec0;\n"
2048 "out vec3 aMotionVec1;\n"
2050 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
2052 " // This magically solves some artifacting errors!\n"
2054 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
2056 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
2057 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
2062 "uniform mat4x3 uMdl;\n"
2063 "uniform mat4 uPv;\n"
2064 "uniform mat4 uPvmPrev;\n"
2065 "uniform vec2 uUvOffset;\n"
2070 "out vec3 aWorldCo;\n"
2074 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
2075 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
2076 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
2078 " vs_motion_out( vproj0, vproj1 );\n"
2080 " gl_Position = vproj0;\n"
2082 " aUv = a_uv + uUvOffset;\n"
2083 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
2085 " aWorldCo = world_pos0;\n"
2090 .orig_file
= "shaders/scene_fxglow.fs",
2092 "uniform sampler2D uTexMain;\n"
2093 "uniform vec3 uCamera;\n"
2097 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
2106 "in vec3 aWorldCo;\n"
2109 "layout (location = 0) out vec4 oColour;\n"
2111 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
2112 "layout (std140) uniform ub_world_lighting\n"
2114 " vec4 g_cube_min;\n"
2115 " vec4 g_cube_inv_range;\n"
2117 " vec4 g_water_plane;\n"
2118 " vec4 g_depth_bounds;\n"
2120 " vec4 g_daysky_colour;\n"
2121 " vec4 g_nightsky_colour;\n"
2122 " vec4 g_sunset_colour;\n"
2123 " vec4 g_ambient_colour;\n"
2124 " vec4 g_sunset_ambient;\n"
2125 " vec4 g_sun_colour;\n"
2126 " vec4 g_sun_dir;\n"
2127 " vec4 g_board_0;\n"
2128 " vec4 g_board_1;\n"
2130 " float g_water_fog;\n"
2132 " float g_realtime;\n"
2133 " float g_shadow_length;\n"
2134 " float g_shadow_spread;\n"
2136 " float g_time_of_day;\n"
2137 " float g_day_phase;\n"
2138 " float g_sunset_phase;\n"
2140 " int g_light_preview;\n"
2141 " int g_shadow_samples;\n"
2143 " int g_debug_indices;\n"
2144 " int g_debug_complexity;\n"
2147 "uniform sampler2D g_world_depth;\n"
2148 "uniform samplerBuffer uLightsArray;\n"
2149 "uniform usampler3D uLightsIndex;\n"
2152 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
2153 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
2154 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
2155 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
2156 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
2157 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
2159 "const float SUN_ANGLE = 0.0001;\n"
2160 "const float PI = 3.14159265358979323846264;\n"
2162 "//struct world_info\n"
2167 "// sunset_phase;\n"
2169 "// vec3 sun_dir;\n"
2172 "vec3 rand33(vec3 p3)\n"
2174 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
2175 " p3 += dot(p3, p3.yxz+33.33);\n"
2176 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
2179 "float stars( vec3 rd, float rr, float size ){\n"
2180 " vec3 co = rd * rr;\n"
2182 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
2184 " float spaces = 1.0 / rr;\n"
2185 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
2186 " a -= mod(a, spaces) - spaces * 0.5;\n"
2188 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
2190 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
2191 " plane = plane - mod(plane, PI / count);\n"
2193 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
2195 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
2196 " float ydist = sqrt(rr * rr - level * level);\n"
2197 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
2198 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
2199 " float star = smoothstep(size, 0.0, distance(center, co));\n"
2203 "float luminance( vec3 v )\n"
2205 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
2208 "vec3 clearskies_ambient( vec3 dir )\n"
2210 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
2211 " float sky_gradient = dir.y;\n"
2213 " /* Blend phase colours */\n"
2214 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
2215 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
2216 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
2218 " /* Add gradient */\n"
2219 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
2221 " return ambient;\n"
2224 "vec3 clearskies_sky( vec3 ray_dir )\n"
2226 " ray_dir.y = abs( ray_dir.y );\n"
2227 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
2230 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
2231 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
2232 " float sun_shape = pow( sun_size, 2000.0 );\n"
2233 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
2235 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
2236 " sun_colour *= sun_shape;\n"
2239 " float star = 0.0;\n"
2240 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
2242 " if( star_blend > 0.001 ){\n"
2243 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
2244 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
2245 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
2249 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
2250 " return composite;\n"
2253 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
2255 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
2257 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
2258 " g_sunset_phase );\n"
2260 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
2261 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
2262 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
2263 " ) * g_sun_colour.rgb * g_day_phase;\n"
2265 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
2266 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
2267 " g_sunset_phase );\n"
2269 " return ambient + (light_sun + sky_reflection) * shadow;\n"
2274 "float world_depth_sample( vec3 pos )\n"
2276 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
2277 " return texture( g_world_depth, depth_coord ).r;\n"
2280 "float world_water_depth( vec3 pos )\n"
2282 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
2283 " return world_depth_sample( pos ) - ref_depth;\n"
2286 "float shadow_sample( vec3 co ){\n"
2287 " float height_sample = world_depth_sample( co );\n"
2289 " float fdelta = height_sample - co.y;\n"
2290 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
2293 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
2294 " if( g_shadow_samples == 0 ){\n"
2298 " float fspread = g_shadow_spread;\n"
2299 " float flength = g_shadow_length;\n"
2301 " float famt = 0.0;\n"
2302 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
2303 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
2304 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
2305 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
2307 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
2308 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
2309 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
2310 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
2312 " return 1.0 - famt;\n"
2315 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
2317 " vec3 specdir = reflect( -dir, wnormal );\n"
2318 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
2321 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
2322 " float dist = pow(fdist*0.0010,0.78);\n"
2323 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
2326 "vec3 scene_calculate_light( int light_index, \n"
2327 " vec3 halfview, vec3 co, vec3 normal )\n"
2329 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
2330 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
2331 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
2333 " vec3 light_delta = light_co.xyz-co;\n"
2334 " float dist2 = dot(light_delta,light_delta);\n"
2336 " light_delta = normalize( light_delta );\n"
2338 " float quadratic = dist2*100.0;\n"
2339 " float attenuation = 1.0/( 1.0 + quadratic );\n"
2340 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
2342 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
2344 " if( light_dir.w < 0.999999 ){\n"
2345 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
2346 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
2349 " return light_colour.rgb * attenuation * falloff \n"
2350 " * step( g_day_phase, light_colour.w );\n"
2353 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
2354 " vec3 halfview, vec3 co, vec3 normal )\n"
2356 " uint light_count = packed_index & 0x3u;\n"
2358 " vec3 l = vec3(0.0);\n"
2360 " if( light_count >= 1u ){\n"
2361 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
2362 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
2363 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
2365 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
2367 " if( light_count >= 2u ){\n"
2368 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
2370 " if( light_count >= 3u ){\n"
2371 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
2379 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
2380 " float light_mask )\n"
2382 " if( g_light_preview == 1 )\n"
2383 " diffuse = vec3(0.75);\n"
2386 " vec3 halfview = uCamera - co;\n"
2387 " float fdist = length(halfview);\n"
2388 " halfview /= fdist;\n"
2390 " float world_shadow = newlight_compute_sun_shadow( \n"
2391 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
2393 " vec3 total_light = clearskies_lighting( \n"
2394 " normal, min( light_mask, world_shadow ), halfview );\n"
2396 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
2397 " cube_coord = floor( cube_coord );\n"
2399 " if( g_debug_indices == 1 )\n"
2401 " return rand33(cube_coord);\n"
2404 " if( g_debug_complexity == 1 )\n"
2406 " ivec3 coord = ivec3( cube_coord );\n"
2407 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
2409 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
2410 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
2413 " // FIXME: this coord should absolutely must be clamped!\n"
2415 " ivec3 coord = ivec3( cube_coord );\n"
2416 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
2418 " total_light += \n"
2419 " scene_calculate_packed_light_patch( index_sample.x,\n"
2420 " halfview, co, normal ) \n"
2422 " total_light += \n"
2423 " scene_calculate_packed_light_patch( index_sample.y,\n"
2424 " halfview, co, normal )\n"
2427 " // Take a section of the sky function to give us a matching fog colour\n"
2429 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
2430 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
2431 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
2432 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
2434 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
2435 " sun_colour *= sun_shape;\n"
2437 " fog_colour += sun_colour;\n"
2438 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
2443 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
2445 " vec3 pa = p - a;\n"
2446 " vec3 ba = b - a;\n"
2448 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
2449 " return length( pa - ba*h );\n"
2452 "float compute_board_shadow()\n"
2454 " // player shadow\n"
2455 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
2456 " g_board_1.xyz )-0.1 );\n"
2457 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
2458 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
2460 " return 1.0 - player_shadow*0.8;\n"
2463 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
2465 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
2470 "const float k_motion_lerp_amount = 0.01;\n"
2474 "layout (location = 1) out vec2 oMotionVec;\n"
2476 "in vec3 aMotionVec0;\n"
2477 "in vec3 aMotionVec1;\n"
2479 "void compute_motion_vectors()\n"
2481 " // Write motion vectors\n"
2482 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
2483 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
2485 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
2491 " oMotionVec = vec2(0.0);\n"
2493 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
2495 " vec2 ssuv = gl_FragCoord.xy;\n"
2496 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
2497 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
2499 " if( vsamplemain.a+dither<0.5 )\n"
2502 " oColour = vec4( vsamplemain.rgb, 1.0 );\n"
2507 GLuint _uniform_scene_fxglow_uMdl
;
2508 GLuint _uniform_scene_fxglow_uPv
;
2509 GLuint _uniform_scene_fxglow_uPvmPrev
;
2510 GLuint _uniform_scene_fxglow_uUvOffset
;
2511 GLuint _uniform_scene_fxglow_uTexMain
;
2512 GLuint _uniform_scene_fxglow_uCamera
;
2513 GLuint _uniform_scene_fxglow_g_world_depth
;
2514 GLuint _uniform_scene_fxglow_uLightsArray
;
2515 GLuint _uniform_scene_fxglow_uLightsIndex
;
2516 #include "shaders/scene_vertex_blend.h"
2517 struct vg_shader _shader_scene_vertex_blend
= {
2518 .name
= "scene_vertex_blend",
2521 .orig_file
= "shaders/scene.vs",
2523 "layout (location=0) in vec3 a_co;\n"
2524 "layout (location=1) in vec4 a_norm;\n"
2525 "layout (location=2) in vec2 a_uv;\n"
2528 "const float k_motion_lerp_amount = 0.01;\n"
2532 "out vec3 aMotionVec0;\n"
2533 "out vec3 aMotionVec1;\n"
2535 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
2537 " // This magically solves some artifacting errors!\n"
2539 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
2541 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
2542 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
2547 "uniform mat4x3 uMdl;\n"
2548 "uniform mat4 uPv;\n"
2549 "uniform mat4 uPvmPrev;\n"
2554 "out vec3 aWorldCo;\n"
2558 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
2559 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
2560 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
2562 " vs_motion_out( vproj0, vproj1 );\n"
2564 " gl_Position = vproj0;\n"
2567 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
2569 " aWorldCo = world_pos0;\n"
2574 .orig_file
= "shaders/scene_vertex_blend.fs",
2576 "uniform sampler2D uTexGarbage;\n"
2577 "uniform sampler2D uTexGradients;\n"
2578 "uniform vec3 uCamera;\n"
2582 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
2591 "in vec3 aWorldCo;\n"
2594 "layout (location = 0) out vec4 oColour;\n"
2596 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
2597 "layout (std140) uniform ub_world_lighting\n"
2599 " vec4 g_cube_min;\n"
2600 " vec4 g_cube_inv_range;\n"
2602 " vec4 g_water_plane;\n"
2603 " vec4 g_depth_bounds;\n"
2605 " vec4 g_daysky_colour;\n"
2606 " vec4 g_nightsky_colour;\n"
2607 " vec4 g_sunset_colour;\n"
2608 " vec4 g_ambient_colour;\n"
2609 " vec4 g_sunset_ambient;\n"
2610 " vec4 g_sun_colour;\n"
2611 " vec4 g_sun_dir;\n"
2612 " vec4 g_board_0;\n"
2613 " vec4 g_board_1;\n"
2615 " float g_water_fog;\n"
2617 " float g_realtime;\n"
2618 " float g_shadow_length;\n"
2619 " float g_shadow_spread;\n"
2621 " float g_time_of_day;\n"
2622 " float g_day_phase;\n"
2623 " float g_sunset_phase;\n"
2625 " int g_light_preview;\n"
2626 " int g_shadow_samples;\n"
2628 " int g_debug_indices;\n"
2629 " int g_debug_complexity;\n"
2632 "uniform sampler2D g_world_depth;\n"
2633 "uniform samplerBuffer uLightsArray;\n"
2634 "uniform usampler3D uLightsIndex;\n"
2637 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
2638 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
2639 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
2640 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
2641 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
2642 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
2644 "const float SUN_ANGLE = 0.0001;\n"
2645 "const float PI = 3.14159265358979323846264;\n"
2647 "//struct world_info\n"
2652 "// sunset_phase;\n"
2654 "// vec3 sun_dir;\n"
2657 "vec3 rand33(vec3 p3)\n"
2659 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
2660 " p3 += dot(p3, p3.yxz+33.33);\n"
2661 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
2664 "float stars( vec3 rd, float rr, float size ){\n"
2665 " vec3 co = rd * rr;\n"
2667 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
2669 " float spaces = 1.0 / rr;\n"
2670 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
2671 " a -= mod(a, spaces) - spaces * 0.5;\n"
2673 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
2675 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
2676 " plane = plane - mod(plane, PI / count);\n"
2678 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
2680 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
2681 " float ydist = sqrt(rr * rr - level * level);\n"
2682 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
2683 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
2684 " float star = smoothstep(size, 0.0, distance(center, co));\n"
2688 "float luminance( vec3 v )\n"
2690 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
2693 "vec3 clearskies_ambient( vec3 dir )\n"
2695 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
2696 " float sky_gradient = dir.y;\n"
2698 " /* Blend phase colours */\n"
2699 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
2700 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
2701 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
2703 " /* Add gradient */\n"
2704 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
2706 " return ambient;\n"
2709 "vec3 clearskies_sky( vec3 ray_dir )\n"
2711 " ray_dir.y = abs( ray_dir.y );\n"
2712 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
2715 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
2716 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
2717 " float sun_shape = pow( sun_size, 2000.0 );\n"
2718 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
2720 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
2721 " sun_colour *= sun_shape;\n"
2724 " float star = 0.0;\n"
2725 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
2727 " if( star_blend > 0.001 ){\n"
2728 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
2729 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
2730 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
2734 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
2735 " return composite;\n"
2738 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
2740 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
2742 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
2743 " g_sunset_phase );\n"
2745 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
2746 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
2747 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
2748 " ) * g_sun_colour.rgb * g_day_phase;\n"
2750 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
2751 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
2752 " g_sunset_phase );\n"
2754 " return ambient + (light_sun + sky_reflection) * shadow;\n"
2759 "float world_depth_sample( vec3 pos )\n"
2761 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
2762 " return texture( g_world_depth, depth_coord ).r;\n"
2765 "float world_water_depth( vec3 pos )\n"
2767 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
2768 " return world_depth_sample( pos ) - ref_depth;\n"
2771 "float shadow_sample( vec3 co ){\n"
2772 " float height_sample = world_depth_sample( co );\n"
2774 " float fdelta = height_sample - co.y;\n"
2775 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
2778 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
2779 " if( g_shadow_samples == 0 ){\n"
2783 " float fspread = g_shadow_spread;\n"
2784 " float flength = g_shadow_length;\n"
2786 " float famt = 0.0;\n"
2787 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
2788 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
2789 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
2790 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
2792 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
2793 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
2794 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
2795 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
2797 " return 1.0 - famt;\n"
2800 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
2802 " vec3 specdir = reflect( -dir, wnormal );\n"
2803 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
2806 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
2807 " float dist = pow(fdist*0.0010,0.78);\n"
2808 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
2811 "vec3 scene_calculate_light( int light_index, \n"
2812 " vec3 halfview, vec3 co, vec3 normal )\n"
2814 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
2815 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
2816 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
2818 " vec3 light_delta = light_co.xyz-co;\n"
2819 " float dist2 = dot(light_delta,light_delta);\n"
2821 " light_delta = normalize( light_delta );\n"
2823 " float quadratic = dist2*100.0;\n"
2824 " float attenuation = 1.0/( 1.0 + quadratic );\n"
2825 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
2827 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
2829 " if( light_dir.w < 0.999999 ){\n"
2830 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
2831 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
2834 " return light_colour.rgb * attenuation * falloff \n"
2835 " * step( g_day_phase, light_colour.w );\n"
2838 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
2839 " vec3 halfview, vec3 co, vec3 normal )\n"
2841 " uint light_count = packed_index & 0x3u;\n"
2843 " vec3 l = vec3(0.0);\n"
2845 " if( light_count >= 1u ){\n"
2846 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
2847 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
2848 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
2850 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
2852 " if( light_count >= 2u ){\n"
2853 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
2855 " if( light_count >= 3u ){\n"
2856 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
2864 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
2865 " float light_mask )\n"
2867 " if( g_light_preview == 1 )\n"
2868 " diffuse = vec3(0.75);\n"
2871 " vec3 halfview = uCamera - co;\n"
2872 " float fdist = length(halfview);\n"
2873 " halfview /= fdist;\n"
2875 " float world_shadow = newlight_compute_sun_shadow( \n"
2876 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
2878 " vec3 total_light = clearskies_lighting( \n"
2879 " normal, min( light_mask, world_shadow ), halfview );\n"
2881 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
2882 " cube_coord = floor( cube_coord );\n"
2884 " if( g_debug_indices == 1 )\n"
2886 " return rand33(cube_coord);\n"
2889 " if( g_debug_complexity == 1 )\n"
2891 " ivec3 coord = ivec3( cube_coord );\n"
2892 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
2894 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
2895 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
2898 " // FIXME: this coord should absolutely must be clamped!\n"
2900 " ivec3 coord = ivec3( cube_coord );\n"
2901 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
2903 " total_light += \n"
2904 " scene_calculate_packed_light_patch( index_sample.x,\n"
2905 " halfview, co, normal ) \n"
2907 " total_light += \n"
2908 " scene_calculate_packed_light_patch( index_sample.y,\n"
2909 " halfview, co, normal )\n"
2912 " // Take a section of the sky function to give us a matching fog colour\n"
2914 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
2915 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
2916 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
2917 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
2919 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
2920 " sun_colour *= sun_shape;\n"
2922 " fog_colour += sun_colour;\n"
2923 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
2928 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
2930 " vec3 pa = p - a;\n"
2931 " vec3 ba = b - a;\n"
2933 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
2934 " return length( pa - ba*h );\n"
2937 "float compute_board_shadow()\n"
2939 " // player shadow\n"
2940 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
2941 " g_board_1.xyz )-0.1 );\n"
2942 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
2943 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
2945 " return 1.0 - player_shadow*0.8;\n"
2948 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
2950 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
2955 "const float k_motion_lerp_amount = 0.01;\n"
2959 "layout (location = 1) out vec2 oMotionVec;\n"
2961 "in vec3 aMotionVec0;\n"
2962 "in vec3 aMotionVec1;\n"
2964 "void compute_motion_vectors()\n"
2966 " // Write motion vectors\n"
2967 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
2968 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
2970 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
2977 " compute_motion_vectors();\n"
2979 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
2981 " // ws modulation\n"
2982 " vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);\n"
2984 " // Creating normal patches\n"
2985 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
2986 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
2987 " qnorm += vec3(0.001,0.0,0.0);\n"
2989 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
2990 " vec3 tangent1 = cross(qnorm,tangent0);\n"
2991 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
2993 " // Patch local noise\n"
2994 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
2996 " // Colour blending\n"
2997 " float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n"
2998 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
3000 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
3001 " vfrag -= rgarbage.a*0.04;\n"
3003 " if( g_light_preview == 1 )\n"
3005 " vfrag = vec3(0.5);\n"
3008 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
3009 " oColour = vec4(vfrag, 1.0);\n"
3014 GLuint _uniform_scene_vertex_blend_uMdl
;
3015 GLuint _uniform_scene_vertex_blend_uPv
;
3016 GLuint _uniform_scene_vertex_blend_uPvmPrev
;
3017 GLuint _uniform_scene_vertex_blend_uTexGarbage
;
3018 GLuint _uniform_scene_vertex_blend_uTexGradients
;
3019 GLuint _uniform_scene_vertex_blend_uCamera
;
3020 GLuint _uniform_scene_vertex_blend_g_world_depth
;
3021 GLuint _uniform_scene_vertex_blend_uLightsArray
;
3022 GLuint _uniform_scene_vertex_blend_uLightsIndex
;
3023 #include "shaders/scene_terrain.h"
3024 struct vg_shader _shader_scene_terrain
= {
3025 .name
= "scene_terrain",
3028 .orig_file
= "shaders/scene.vs",
3030 "layout (location=0) in vec3 a_co;\n"
3031 "layout (location=1) in vec4 a_norm;\n"
3032 "layout (location=2) in vec2 a_uv;\n"
3035 "const float k_motion_lerp_amount = 0.01;\n"
3039 "out vec3 aMotionVec0;\n"
3040 "out vec3 aMotionVec1;\n"
3042 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
3044 " // This magically solves some artifacting errors!\n"
3046 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
3048 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
3049 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
3054 "uniform mat4x3 uMdl;\n"
3055 "uniform mat4 uPv;\n"
3056 "uniform mat4 uPvmPrev;\n"
3061 "out vec3 aWorldCo;\n"
3065 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
3066 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
3067 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
3069 " vs_motion_out( vproj0, vproj1 );\n"
3071 " gl_Position = vproj0;\n"
3074 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
3076 " aWorldCo = world_pos0;\n"
3081 .orig_file
= "shaders/scene_terrain.fs",
3083 "uniform sampler2D uTexGarbage;\n"
3084 "uniform sampler2D uTexGradients;\n"
3085 "uniform vec3 uCamera;\n"
3086 "uniform vec3 uSandColour;\n"
3087 "uniform vec2 uBlendOffset;\n"
3091 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
3100 "in vec3 aWorldCo;\n"
3103 "layout (location = 0) out vec4 oColour;\n"
3105 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
3106 "layout (std140) uniform ub_world_lighting\n"
3108 " vec4 g_cube_min;\n"
3109 " vec4 g_cube_inv_range;\n"
3111 " vec4 g_water_plane;\n"
3112 " vec4 g_depth_bounds;\n"
3114 " vec4 g_daysky_colour;\n"
3115 " vec4 g_nightsky_colour;\n"
3116 " vec4 g_sunset_colour;\n"
3117 " vec4 g_ambient_colour;\n"
3118 " vec4 g_sunset_ambient;\n"
3119 " vec4 g_sun_colour;\n"
3120 " vec4 g_sun_dir;\n"
3121 " vec4 g_board_0;\n"
3122 " vec4 g_board_1;\n"
3124 " float g_water_fog;\n"
3126 " float g_realtime;\n"
3127 " float g_shadow_length;\n"
3128 " float g_shadow_spread;\n"
3130 " float g_time_of_day;\n"
3131 " float g_day_phase;\n"
3132 " float g_sunset_phase;\n"
3134 " int g_light_preview;\n"
3135 " int g_shadow_samples;\n"
3137 " int g_debug_indices;\n"
3138 " int g_debug_complexity;\n"
3141 "uniform sampler2D g_world_depth;\n"
3142 "uniform samplerBuffer uLightsArray;\n"
3143 "uniform usampler3D uLightsIndex;\n"
3146 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
3147 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
3148 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
3149 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
3150 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
3151 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
3153 "const float SUN_ANGLE = 0.0001;\n"
3154 "const float PI = 3.14159265358979323846264;\n"
3156 "//struct world_info\n"
3161 "// sunset_phase;\n"
3163 "// vec3 sun_dir;\n"
3166 "vec3 rand33(vec3 p3)\n"
3168 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
3169 " p3 += dot(p3, p3.yxz+33.33);\n"
3170 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
3173 "float stars( vec3 rd, float rr, float size ){\n"
3174 " vec3 co = rd * rr;\n"
3176 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
3178 " float spaces = 1.0 / rr;\n"
3179 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
3180 " a -= mod(a, spaces) - spaces * 0.5;\n"
3182 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
3184 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
3185 " plane = plane - mod(plane, PI / count);\n"
3187 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
3189 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
3190 " float ydist = sqrt(rr * rr - level * level);\n"
3191 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
3192 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
3193 " float star = smoothstep(size, 0.0, distance(center, co));\n"
3197 "float luminance( vec3 v )\n"
3199 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
3202 "vec3 clearskies_ambient( vec3 dir )\n"
3204 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
3205 " float sky_gradient = dir.y;\n"
3207 " /* Blend phase colours */\n"
3208 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
3209 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
3210 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
3212 " /* Add gradient */\n"
3213 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
3215 " return ambient;\n"
3218 "vec3 clearskies_sky( vec3 ray_dir )\n"
3220 " ray_dir.y = abs( ray_dir.y );\n"
3221 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
3224 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
3225 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
3226 " float sun_shape = pow( sun_size, 2000.0 );\n"
3227 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
3229 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
3230 " sun_colour *= sun_shape;\n"
3233 " float star = 0.0;\n"
3234 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
3236 " if( star_blend > 0.001 ){\n"
3237 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
3238 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
3239 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
3243 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
3244 " return composite;\n"
3247 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
3249 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
3251 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
3252 " g_sunset_phase );\n"
3254 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
3255 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
3256 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
3257 " ) * g_sun_colour.rgb * g_day_phase;\n"
3259 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
3260 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
3261 " g_sunset_phase );\n"
3263 " return ambient + (light_sun + sky_reflection) * shadow;\n"
3268 "float world_depth_sample( vec3 pos )\n"
3270 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
3271 " return texture( g_world_depth, depth_coord ).r;\n"
3274 "float world_water_depth( vec3 pos )\n"
3276 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
3277 " return world_depth_sample( pos ) - ref_depth;\n"
3280 "float shadow_sample( vec3 co ){\n"
3281 " float height_sample = world_depth_sample( co );\n"
3283 " float fdelta = height_sample - co.y;\n"
3284 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
3287 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
3288 " if( g_shadow_samples == 0 ){\n"
3292 " float fspread = g_shadow_spread;\n"
3293 " float flength = g_shadow_length;\n"
3295 " float famt = 0.0;\n"
3296 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
3297 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
3298 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
3299 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
3301 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
3302 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
3303 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
3304 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
3306 " return 1.0 - famt;\n"
3309 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
3311 " vec3 specdir = reflect( -dir, wnormal );\n"
3312 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
3315 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
3316 " float dist = pow(fdist*0.0010,0.78);\n"
3317 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
3320 "vec3 scene_calculate_light( int light_index, \n"
3321 " vec3 halfview, vec3 co, vec3 normal )\n"
3323 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
3324 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
3325 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
3327 " vec3 light_delta = light_co.xyz-co;\n"
3328 " float dist2 = dot(light_delta,light_delta);\n"
3330 " light_delta = normalize( light_delta );\n"
3332 " float quadratic = dist2*100.0;\n"
3333 " float attenuation = 1.0/( 1.0 + quadratic );\n"
3334 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
3336 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
3338 " if( light_dir.w < 0.999999 ){\n"
3339 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
3340 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
3343 " return light_colour.rgb * attenuation * falloff \n"
3344 " * step( g_day_phase, light_colour.w );\n"
3347 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
3348 " vec3 halfview, vec3 co, vec3 normal )\n"
3350 " uint light_count = packed_index & 0x3u;\n"
3352 " vec3 l = vec3(0.0);\n"
3354 " if( light_count >= 1u ){\n"
3355 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
3356 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
3357 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
3359 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
3361 " if( light_count >= 2u ){\n"
3362 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
3364 " if( light_count >= 3u ){\n"
3365 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
3373 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
3374 " float light_mask )\n"
3376 " if( g_light_preview == 1 )\n"
3377 " diffuse = vec3(0.75);\n"
3380 " vec3 halfview = uCamera - co;\n"
3381 " float fdist = length(halfview);\n"
3382 " halfview /= fdist;\n"
3384 " float world_shadow = newlight_compute_sun_shadow( \n"
3385 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
3387 " vec3 total_light = clearskies_lighting( \n"
3388 " normal, min( light_mask, world_shadow ), halfview );\n"
3390 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
3391 " cube_coord = floor( cube_coord );\n"
3393 " if( g_debug_indices == 1 )\n"
3395 " return rand33(cube_coord);\n"
3398 " if( g_debug_complexity == 1 )\n"
3400 " ivec3 coord = ivec3( cube_coord );\n"
3401 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
3403 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
3404 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
3407 " // FIXME: this coord should absolutely must be clamped!\n"
3409 " ivec3 coord = ivec3( cube_coord );\n"
3410 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
3412 " total_light += \n"
3413 " scene_calculate_packed_light_patch( index_sample.x,\n"
3414 " halfview, co, normal ) \n"
3416 " total_light += \n"
3417 " scene_calculate_packed_light_patch( index_sample.y,\n"
3418 " halfview, co, normal )\n"
3421 " // Take a section of the sky function to give us a matching fog colour\n"
3423 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
3424 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
3425 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
3426 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
3428 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
3429 " sun_colour *= sun_shape;\n"
3431 " fog_colour += sun_colour;\n"
3432 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
3437 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
3439 " vec3 pa = p - a;\n"
3440 " vec3 ba = b - a;\n"
3442 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
3443 " return length( pa - ba*h );\n"
3446 "float compute_board_shadow()\n"
3448 " // player shadow\n"
3449 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
3450 " g_board_1.xyz )-0.1 );\n"
3451 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
3452 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
3454 " return 1.0 - player_shadow*0.8;\n"
3457 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
3459 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
3464 "const float k_motion_lerp_amount = 0.01;\n"
3468 "layout (location = 1) out vec2 oMotionVec;\n"
3470 "in vec3 aMotionVec0;\n"
3471 "in vec3 aMotionVec1;\n"
3473 "void compute_motion_vectors()\n"
3475 " // Write motion vectors\n"
3476 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
3477 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
3479 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
3486 " compute_motion_vectors();\n"
3490 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
3492 " // ws modulation\n"
3493 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
3495 " // Creating normal patches\n"
3496 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
3497 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
3498 " qnorm += vec3(0.001,0.0,0.0);\n"
3500 " vec2 dir = normalize(qnorm.xz);\n"
3501 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
3502 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
3504 " // Patch local noise\n"
3505 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
3507 " // Colour blending\n"
3508 " float amtgrass = step(qnorm.y,0.6);\n"
3509 " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
3510 " vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
3511 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
3512 " vfrag = mix( vfrag, uSandColour, amtsand );\n"
3514 " qnorm = mix( qnorm, aNorm.xyz, amtsand );\n"
3516 " if( g_light_preview == 1 )\n"
3518 " vfrag = vec3(0.5);\n"
3521 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
3522 " oColour = vec4(vfrag, 1.0);\n"
3527 GLuint _uniform_scene_terrain_uMdl
;
3528 GLuint _uniform_scene_terrain_uPv
;
3529 GLuint _uniform_scene_terrain_uPvmPrev
;
3530 GLuint _uniform_scene_terrain_uTexGarbage
;
3531 GLuint _uniform_scene_terrain_uTexGradients
;
3532 GLuint _uniform_scene_terrain_uCamera
;
3533 GLuint _uniform_scene_terrain_uSandColour
;
3534 GLuint _uniform_scene_terrain_uBlendOffset
;
3535 GLuint _uniform_scene_terrain_g_world_depth
;
3536 GLuint _uniform_scene_terrain_uLightsArray
;
3537 GLuint _uniform_scene_terrain_uLightsIndex
;
3538 #include "shaders/scene_route.h"
3539 struct vg_shader _shader_scene_route
= {
3540 .name
= "scene_route",
3543 .orig_file
= "shaders/scene_override.vs",
3545 "layout (location=0) in vec3 a_co;\n"
3546 "layout (location=1) in vec4 a_norm;\n"
3547 "layout (location=2) in vec2 a_uv;\n"
3550 "const float k_motion_lerp_amount = 0.01;\n"
3554 "out vec3 aMotionVec0;\n"
3555 "out vec3 aMotionVec1;\n"
3557 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
3559 " // This magically solves some artifacting errors!\n"
3561 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
3563 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
3564 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
3569 "uniform mat4x3 uMdl;\n"
3570 "uniform mat4 uPv;\n"
3571 "uniform mat4 uPvmPrev;\n"
3572 "uniform mat3 uNormalMtx;\n"
3577 "out vec3 aWorldCo;\n"
3581 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
3582 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
3583 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
3585 " vs_motion_out( vproj0, vproj1 );\n"
3587 " gl_Position = vproj0;\n"
3590 " aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n"
3592 " aWorldCo = world_pos0;\n"
3597 .orig_file
= "shaders/scene_route.fs",
3599 "uniform sampler2D uTexGarbage;\n"
3600 "uniform sampler2D uTexGradients;\n"
3601 "uniform vec3 uCamera;\n"
3602 "uniform vec4 uColour;\n"
3606 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
3615 "in vec3 aWorldCo;\n"
3618 "layout (location = 0) out vec4 oColour;\n"
3620 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
3621 "layout (std140) uniform ub_world_lighting\n"
3623 " vec4 g_cube_min;\n"
3624 " vec4 g_cube_inv_range;\n"
3626 " vec4 g_water_plane;\n"
3627 " vec4 g_depth_bounds;\n"
3629 " vec4 g_daysky_colour;\n"
3630 " vec4 g_nightsky_colour;\n"
3631 " vec4 g_sunset_colour;\n"
3632 " vec4 g_ambient_colour;\n"
3633 " vec4 g_sunset_ambient;\n"
3634 " vec4 g_sun_colour;\n"
3635 " vec4 g_sun_dir;\n"
3636 " vec4 g_board_0;\n"
3637 " vec4 g_board_1;\n"
3639 " float g_water_fog;\n"
3641 " float g_realtime;\n"
3642 " float g_shadow_length;\n"
3643 " float g_shadow_spread;\n"
3645 " float g_time_of_day;\n"
3646 " float g_day_phase;\n"
3647 " float g_sunset_phase;\n"
3649 " int g_light_preview;\n"
3650 " int g_shadow_samples;\n"
3652 " int g_debug_indices;\n"
3653 " int g_debug_complexity;\n"
3656 "uniform sampler2D g_world_depth;\n"
3657 "uniform samplerBuffer uLightsArray;\n"
3658 "uniform usampler3D uLightsIndex;\n"
3661 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
3662 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
3663 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
3664 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
3665 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
3666 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
3668 "const float SUN_ANGLE = 0.0001;\n"
3669 "const float PI = 3.14159265358979323846264;\n"
3671 "//struct world_info\n"
3676 "// sunset_phase;\n"
3678 "// vec3 sun_dir;\n"
3681 "vec3 rand33(vec3 p3)\n"
3683 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
3684 " p3 += dot(p3, p3.yxz+33.33);\n"
3685 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
3688 "float stars( vec3 rd, float rr, float size ){\n"
3689 " vec3 co = rd * rr;\n"
3691 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
3693 " float spaces = 1.0 / rr;\n"
3694 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
3695 " a -= mod(a, spaces) - spaces * 0.5;\n"
3697 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
3699 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
3700 " plane = plane - mod(plane, PI / count);\n"
3702 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
3704 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
3705 " float ydist = sqrt(rr * rr - level * level);\n"
3706 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
3707 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
3708 " float star = smoothstep(size, 0.0, distance(center, co));\n"
3712 "float luminance( vec3 v )\n"
3714 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
3717 "vec3 clearskies_ambient( vec3 dir )\n"
3719 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
3720 " float sky_gradient = dir.y;\n"
3722 " /* Blend phase colours */\n"
3723 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
3724 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
3725 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
3727 " /* Add gradient */\n"
3728 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
3730 " return ambient;\n"
3733 "vec3 clearskies_sky( vec3 ray_dir )\n"
3735 " ray_dir.y = abs( ray_dir.y );\n"
3736 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
3739 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
3740 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
3741 " float sun_shape = pow( sun_size, 2000.0 );\n"
3742 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
3744 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
3745 " sun_colour *= sun_shape;\n"
3748 " float star = 0.0;\n"
3749 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
3751 " if( star_blend > 0.001 ){\n"
3752 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
3753 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
3754 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
3758 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
3759 " return composite;\n"
3762 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
3764 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
3766 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
3767 " g_sunset_phase );\n"
3769 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
3770 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
3771 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
3772 " ) * g_sun_colour.rgb * g_day_phase;\n"
3774 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
3775 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
3776 " g_sunset_phase );\n"
3778 " return ambient + (light_sun + sky_reflection) * shadow;\n"
3783 "float world_depth_sample( vec3 pos )\n"
3785 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
3786 " return texture( g_world_depth, depth_coord ).r;\n"
3789 "float world_water_depth( vec3 pos )\n"
3791 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
3792 " return world_depth_sample( pos ) - ref_depth;\n"
3795 "float shadow_sample( vec3 co ){\n"
3796 " float height_sample = world_depth_sample( co );\n"
3798 " float fdelta = height_sample - co.y;\n"
3799 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
3802 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
3803 " if( g_shadow_samples == 0 ){\n"
3807 " float fspread = g_shadow_spread;\n"
3808 " float flength = g_shadow_length;\n"
3810 " float famt = 0.0;\n"
3811 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
3812 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
3813 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
3814 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
3816 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
3817 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
3818 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
3819 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
3821 " return 1.0 - famt;\n"
3824 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
3826 " vec3 specdir = reflect( -dir, wnormal );\n"
3827 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
3830 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
3831 " float dist = pow(fdist*0.0010,0.78);\n"
3832 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
3835 "vec3 scene_calculate_light( int light_index, \n"
3836 " vec3 halfview, vec3 co, vec3 normal )\n"
3838 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
3839 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
3840 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
3842 " vec3 light_delta = light_co.xyz-co;\n"
3843 " float dist2 = dot(light_delta,light_delta);\n"
3845 " light_delta = normalize( light_delta );\n"
3847 " float quadratic = dist2*100.0;\n"
3848 " float attenuation = 1.0/( 1.0 + quadratic );\n"
3849 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
3851 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
3853 " if( light_dir.w < 0.999999 ){\n"
3854 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
3855 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
3858 " return light_colour.rgb * attenuation * falloff \n"
3859 " * step( g_day_phase, light_colour.w );\n"
3862 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
3863 " vec3 halfview, vec3 co, vec3 normal )\n"
3865 " uint light_count = packed_index & 0x3u;\n"
3867 " vec3 l = vec3(0.0);\n"
3869 " if( light_count >= 1u ){\n"
3870 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
3871 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
3872 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
3874 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
3876 " if( light_count >= 2u ){\n"
3877 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
3879 " if( light_count >= 3u ){\n"
3880 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
3888 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
3889 " float light_mask )\n"
3891 " if( g_light_preview == 1 )\n"
3892 " diffuse = vec3(0.75);\n"
3895 " vec3 halfview = uCamera - co;\n"
3896 " float fdist = length(halfview);\n"
3897 " halfview /= fdist;\n"
3899 " float world_shadow = newlight_compute_sun_shadow( \n"
3900 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
3902 " vec3 total_light = clearskies_lighting( \n"
3903 " normal, min( light_mask, world_shadow ), halfview );\n"
3905 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
3906 " cube_coord = floor( cube_coord );\n"
3908 " if( g_debug_indices == 1 )\n"
3910 " return rand33(cube_coord);\n"
3913 " if( g_debug_complexity == 1 )\n"
3915 " ivec3 coord = ivec3( cube_coord );\n"
3916 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
3918 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
3919 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
3922 " // FIXME: this coord should absolutely must be clamped!\n"
3924 " ivec3 coord = ivec3( cube_coord );\n"
3925 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
3927 " total_light += \n"
3928 " scene_calculate_packed_light_patch( index_sample.x,\n"
3929 " halfview, co, normal ) \n"
3931 " total_light += \n"
3932 " scene_calculate_packed_light_patch( index_sample.y,\n"
3933 " halfview, co, normal )\n"
3936 " // Take a section of the sky function to give us a matching fog colour\n"
3938 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
3939 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
3940 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
3941 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
3943 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
3944 " sun_colour *= sun_shape;\n"
3946 " fog_colour += sun_colour;\n"
3947 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
3952 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
3954 " vec3 pa = p - a;\n"
3955 " vec3 ba = b - a;\n"
3957 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
3958 " return length( pa - ba*h );\n"
3961 "float compute_board_shadow()\n"
3963 " // player shadow\n"
3964 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
3965 " g_board_1.xyz )-0.1 );\n"
3966 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
3967 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
3969 " return 1.0 - player_shadow*0.8;\n"
3972 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
3974 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
3979 "const float k_motion_lerp_amount = 0.01;\n"
3983 "layout (location = 1) out vec2 oMotionVec;\n"
3985 "in vec3 aMotionVec0;\n"
3986 "in vec3 aMotionVec1;\n"
3988 "void compute_motion_vectors()\n"
3990 " // Write motion vectors\n"
3991 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
3992 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
3994 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
3999 "float filtered_stripe( in float p, in float ddx, in float ddy )\n"
4001 " float w = max(abs(ddx), abs(ddy)) + 0.02;\n"
4002 " float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n"
4003 " return 0.5 - i;\n"
4008 " compute_motion_vectors();\n"
4010 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
4012 " // ws modulation\n"
4013 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
4015 " // Creating normal patches\n"
4016 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
4017 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
4018 " qnorm += vec3(0.001,0.0,0.0);\n"
4020 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
4021 " vec3 tangent1 = cross(qnorm,tangent0);\n"
4022 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.035;\n"
4024 " // Patch local noise\n"
4025 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
4027 " vfrag = pow(uColour.rgb,vec3(1.0/2.2));\n"
4028 " vfrag -= rgarbage.a*0.1;\n"
4030 " if( wgarbage.g < 0.1 )\n"
4033 " float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0;\n"
4034 " float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) );\n"
4035 " vfrag *= 0.9+stripe*uColour.a; \n"
4037 " if( g_light_preview == 1 )\n"
4039 " vfrag = vec3(0.5);\n"
4043 " oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );\n"
4048 GLuint _uniform_scene_route_uMdl
;
4049 GLuint _uniform_scene_route_uPv
;
4050 GLuint _uniform_scene_route_uPvmPrev
;
4051 GLuint _uniform_scene_route_uNormalMtx
;
4052 GLuint _uniform_scene_route_uTexGarbage
;
4053 GLuint _uniform_scene_route_uTexGradients
;
4054 GLuint _uniform_scene_route_uCamera
;
4055 GLuint _uniform_scene_route_uColour
;
4056 GLuint _uniform_scene_route_g_world_depth
;
4057 GLuint _uniform_scene_route_uLightsArray
;
4058 GLuint _uniform_scene_route_uLightsIndex
;
4059 #include "shaders/scene_depth.h"
4060 struct vg_shader _shader_scene_depth
= {
4061 .name
= "scene_depth",
4064 .orig_file
= "shaders/scene.vs",
4066 "layout (location=0) in vec3 a_co;\n"
4067 "layout (location=1) in vec4 a_norm;\n"
4068 "layout (location=2) in vec2 a_uv;\n"
4071 "const float k_motion_lerp_amount = 0.01;\n"
4075 "out vec3 aMotionVec0;\n"
4076 "out vec3 aMotionVec1;\n"
4078 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
4080 " // This magically solves some artifacting errors!\n"
4082 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
4084 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
4085 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
4090 "uniform mat4x3 uMdl;\n"
4091 "uniform mat4 uPv;\n"
4092 "uniform mat4 uPvmPrev;\n"
4097 "out vec3 aWorldCo;\n"
4101 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
4102 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
4103 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
4105 " vs_motion_out( vproj0, vproj1 );\n"
4107 " gl_Position = vproj0;\n"
4110 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
4112 " aWorldCo = world_pos0;\n"
4117 .orig_file
= "shaders/scene_depth.fs",
4119 "out vec4 FragColor;\n"
4121 "uniform vec3 uCamera;\n"
4122 "uniform vec3 uBoard0;\n"
4123 "uniform vec3 uBoard1;\n"
4127 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
4136 "in vec3 aWorldCo;\n"
4139 "layout (location = 0) out vec4 oColour;\n"
4141 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
4142 "layout (std140) uniform ub_world_lighting\n"
4144 " vec4 g_cube_min;\n"
4145 " vec4 g_cube_inv_range;\n"
4147 " vec4 g_water_plane;\n"
4148 " vec4 g_depth_bounds;\n"
4150 " vec4 g_daysky_colour;\n"
4151 " vec4 g_nightsky_colour;\n"
4152 " vec4 g_sunset_colour;\n"
4153 " vec4 g_ambient_colour;\n"
4154 " vec4 g_sunset_ambient;\n"
4155 " vec4 g_sun_colour;\n"
4156 " vec4 g_sun_dir;\n"
4157 " vec4 g_board_0;\n"
4158 " vec4 g_board_1;\n"
4160 " float g_water_fog;\n"
4162 " float g_realtime;\n"
4163 " float g_shadow_length;\n"
4164 " float g_shadow_spread;\n"
4166 " float g_time_of_day;\n"
4167 " float g_day_phase;\n"
4168 " float g_sunset_phase;\n"
4170 " int g_light_preview;\n"
4171 " int g_shadow_samples;\n"
4173 " int g_debug_indices;\n"
4174 " int g_debug_complexity;\n"
4177 "uniform sampler2D g_world_depth;\n"
4178 "uniform samplerBuffer uLightsArray;\n"
4179 "uniform usampler3D uLightsIndex;\n"
4182 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
4183 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
4184 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
4185 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
4186 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
4187 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
4189 "const float SUN_ANGLE = 0.0001;\n"
4190 "const float PI = 3.14159265358979323846264;\n"
4192 "//struct world_info\n"
4197 "// sunset_phase;\n"
4199 "// vec3 sun_dir;\n"
4202 "vec3 rand33(vec3 p3)\n"
4204 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
4205 " p3 += dot(p3, p3.yxz+33.33);\n"
4206 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
4209 "float stars( vec3 rd, float rr, float size ){\n"
4210 " vec3 co = rd * rr;\n"
4212 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
4214 " float spaces = 1.0 / rr;\n"
4215 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
4216 " a -= mod(a, spaces) - spaces * 0.5;\n"
4218 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
4220 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
4221 " plane = plane - mod(plane, PI / count);\n"
4223 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
4225 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
4226 " float ydist = sqrt(rr * rr - level * level);\n"
4227 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
4228 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
4229 " float star = smoothstep(size, 0.0, distance(center, co));\n"
4233 "float luminance( vec3 v )\n"
4235 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
4238 "vec3 clearskies_ambient( vec3 dir )\n"
4240 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
4241 " float sky_gradient = dir.y;\n"
4243 " /* Blend phase colours */\n"
4244 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
4245 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
4246 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
4248 " /* Add gradient */\n"
4249 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
4251 " return ambient;\n"
4254 "vec3 clearskies_sky( vec3 ray_dir )\n"
4256 " ray_dir.y = abs( ray_dir.y );\n"
4257 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
4260 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
4261 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
4262 " float sun_shape = pow( sun_size, 2000.0 );\n"
4263 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
4265 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
4266 " sun_colour *= sun_shape;\n"
4269 " float star = 0.0;\n"
4270 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
4272 " if( star_blend > 0.001 ){\n"
4273 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
4274 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
4275 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
4279 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
4280 " return composite;\n"
4283 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
4285 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
4287 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
4288 " g_sunset_phase );\n"
4290 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
4291 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
4292 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
4293 " ) * g_sun_colour.rgb * g_day_phase;\n"
4295 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
4296 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
4297 " g_sunset_phase );\n"
4299 " return ambient + (light_sun + sky_reflection) * shadow;\n"
4304 "float world_depth_sample( vec3 pos )\n"
4306 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
4307 " return texture( g_world_depth, depth_coord ).r;\n"
4310 "float world_water_depth( vec3 pos )\n"
4312 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
4313 " return world_depth_sample( pos ) - ref_depth;\n"
4316 "float shadow_sample( vec3 co ){\n"
4317 " float height_sample = world_depth_sample( co );\n"
4319 " float fdelta = height_sample - co.y;\n"
4320 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
4323 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
4324 " if( g_shadow_samples == 0 ){\n"
4328 " float fspread = g_shadow_spread;\n"
4329 " float flength = g_shadow_length;\n"
4331 " float famt = 0.0;\n"
4332 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
4333 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
4334 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
4335 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
4337 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
4338 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
4339 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
4340 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
4342 " return 1.0 - famt;\n"
4345 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
4347 " vec3 specdir = reflect( -dir, wnormal );\n"
4348 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
4351 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
4352 " float dist = pow(fdist*0.0010,0.78);\n"
4353 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
4356 "vec3 scene_calculate_light( int light_index, \n"
4357 " vec3 halfview, vec3 co, vec3 normal )\n"
4359 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
4360 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
4361 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
4363 " vec3 light_delta = light_co.xyz-co;\n"
4364 " float dist2 = dot(light_delta,light_delta);\n"
4366 " light_delta = normalize( light_delta );\n"
4368 " float quadratic = dist2*100.0;\n"
4369 " float attenuation = 1.0/( 1.0 + quadratic );\n"
4370 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
4372 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
4374 " if( light_dir.w < 0.999999 ){\n"
4375 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
4376 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
4379 " return light_colour.rgb * attenuation * falloff \n"
4380 " * step( g_day_phase, light_colour.w );\n"
4383 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
4384 " vec3 halfview, vec3 co, vec3 normal )\n"
4386 " uint light_count = packed_index & 0x3u;\n"
4388 " vec3 l = vec3(0.0);\n"
4390 " if( light_count >= 1u ){\n"
4391 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
4392 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
4393 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
4395 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
4397 " if( light_count >= 2u ){\n"
4398 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
4400 " if( light_count >= 3u ){\n"
4401 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
4409 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
4410 " float light_mask )\n"
4412 " if( g_light_preview == 1 )\n"
4413 " diffuse = vec3(0.75);\n"
4416 " vec3 halfview = uCamera - co;\n"
4417 " float fdist = length(halfview);\n"
4418 " halfview /= fdist;\n"
4420 " float world_shadow = newlight_compute_sun_shadow( \n"
4421 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
4423 " vec3 total_light = clearskies_lighting( \n"
4424 " normal, min( light_mask, world_shadow ), halfview );\n"
4426 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
4427 " cube_coord = floor( cube_coord );\n"
4429 " if( g_debug_indices == 1 )\n"
4431 " return rand33(cube_coord);\n"
4434 " if( g_debug_complexity == 1 )\n"
4436 " ivec3 coord = ivec3( cube_coord );\n"
4437 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
4439 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
4440 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
4443 " // FIXME: this coord should absolutely must be clamped!\n"
4445 " ivec3 coord = ivec3( cube_coord );\n"
4446 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
4448 " total_light += \n"
4449 " scene_calculate_packed_light_patch( index_sample.x,\n"
4450 " halfview, co, normal ) \n"
4452 " total_light += \n"
4453 " scene_calculate_packed_light_patch( index_sample.y,\n"
4454 " halfview, co, normal )\n"
4457 " // Take a section of the sky function to give us a matching fog colour\n"
4459 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
4460 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
4461 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
4462 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
4464 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
4465 " sun_colour *= sun_shape;\n"
4467 " fog_colour += sun_colour;\n"
4468 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
4473 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
4475 " vec3 pa = p - a;\n"
4476 " vec3 ba = b - a;\n"
4478 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
4479 " return length( pa - ba*h );\n"
4482 "float compute_board_shadow()\n"
4484 " // player shadow\n"
4485 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
4486 " g_board_1.xyz )-0.1 );\n"
4487 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
4488 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
4490 " return 1.0 - player_shadow*0.8;\n"
4493 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
4495 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
4500 "// Water blending\n"
4501 "// ==============\n"
4503 "float water_depth( vec3 pos, vec3 halfview )\n"
4505 " vec3 pnorm = g_water_plane.xyz;\n"
4506 " float pdist = g_water_plane.w;\n"
4508 " float d = dot( pnorm, halfview );\n"
4509 " float t = dot((pnorm*pdist - pos), pnorm) / d;\n"
4510 " return t * g_water_fog;\n"
4515 " vec3 halfview = normalize( uCamera - aWorldCo );\n"
4516 " float depth = water_depth( aWorldCo, halfview );\n"
4517 " FragColor = vec4( depth, 0.0, 0.0, 0.0 );\n"
4522 GLuint _uniform_scene_depth_uMdl
;
4523 GLuint _uniform_scene_depth_uPv
;
4524 GLuint _uniform_scene_depth_uPvmPrev
;
4525 GLuint _uniform_scene_depth_uCamera
;
4526 GLuint _uniform_scene_depth_uBoard0
;
4527 GLuint _uniform_scene_depth_uBoard1
;
4528 GLuint _uniform_scene_depth_g_world_depth
;
4529 GLuint _uniform_scene_depth_uLightsArray
;
4530 GLuint _uniform_scene_depth_uLightsIndex
;
4531 #include "shaders/scene_position.h"
4532 struct vg_shader _shader_scene_position
= {
4533 .name
= "scene_position",
4536 .orig_file
= "shaders/scene.vs",
4538 "layout (location=0) in vec3 a_co;\n"
4539 "layout (location=1) in vec4 a_norm;\n"
4540 "layout (location=2) in vec2 a_uv;\n"
4543 "const float k_motion_lerp_amount = 0.01;\n"
4547 "out vec3 aMotionVec0;\n"
4548 "out vec3 aMotionVec1;\n"
4550 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
4552 " // This magically solves some artifacting errors!\n"
4554 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
4556 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
4557 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
4562 "uniform mat4x3 uMdl;\n"
4563 "uniform mat4 uPv;\n"
4564 "uniform mat4 uPvmPrev;\n"
4569 "out vec3 aWorldCo;\n"
4573 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
4574 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
4575 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
4577 " vs_motion_out( vproj0, vproj1 );\n"
4579 " gl_Position = vproj0;\n"
4582 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
4584 " aWorldCo = world_pos0;\n"
4589 .orig_file
= "shaders/scene_position.fs",
4591 "out vec4 FragColor;\n"
4593 "uniform vec3 uCamera;\n"
4594 "uniform vec3 uBoard0;\n"
4595 "uniform vec3 uBoard1;\n"
4599 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
4608 "in vec3 aWorldCo;\n"
4611 "layout (location = 0) out vec4 oColour;\n"
4613 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
4614 "layout (std140) uniform ub_world_lighting\n"
4616 " vec4 g_cube_min;\n"
4617 " vec4 g_cube_inv_range;\n"
4619 " vec4 g_water_plane;\n"
4620 " vec4 g_depth_bounds;\n"
4622 " vec4 g_daysky_colour;\n"
4623 " vec4 g_nightsky_colour;\n"
4624 " vec4 g_sunset_colour;\n"
4625 " vec4 g_ambient_colour;\n"
4626 " vec4 g_sunset_ambient;\n"
4627 " vec4 g_sun_colour;\n"
4628 " vec4 g_sun_dir;\n"
4629 " vec4 g_board_0;\n"
4630 " vec4 g_board_1;\n"
4632 " float g_water_fog;\n"
4634 " float g_realtime;\n"
4635 " float g_shadow_length;\n"
4636 " float g_shadow_spread;\n"
4638 " float g_time_of_day;\n"
4639 " float g_day_phase;\n"
4640 " float g_sunset_phase;\n"
4642 " int g_light_preview;\n"
4643 " int g_shadow_samples;\n"
4645 " int g_debug_indices;\n"
4646 " int g_debug_complexity;\n"
4649 "uniform sampler2D g_world_depth;\n"
4650 "uniform samplerBuffer uLightsArray;\n"
4651 "uniform usampler3D uLightsIndex;\n"
4654 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
4655 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
4656 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
4657 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
4658 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
4659 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
4661 "const float SUN_ANGLE = 0.0001;\n"
4662 "const float PI = 3.14159265358979323846264;\n"
4664 "//struct world_info\n"
4669 "// sunset_phase;\n"
4671 "// vec3 sun_dir;\n"
4674 "vec3 rand33(vec3 p3)\n"
4676 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
4677 " p3 += dot(p3, p3.yxz+33.33);\n"
4678 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
4681 "float stars( vec3 rd, float rr, float size ){\n"
4682 " vec3 co = rd * rr;\n"
4684 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
4686 " float spaces = 1.0 / rr;\n"
4687 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
4688 " a -= mod(a, spaces) - spaces * 0.5;\n"
4690 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
4692 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
4693 " plane = plane - mod(plane, PI / count);\n"
4695 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
4697 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
4698 " float ydist = sqrt(rr * rr - level * level);\n"
4699 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
4700 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
4701 " float star = smoothstep(size, 0.0, distance(center, co));\n"
4705 "float luminance( vec3 v )\n"
4707 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
4710 "vec3 clearskies_ambient( vec3 dir )\n"
4712 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
4713 " float sky_gradient = dir.y;\n"
4715 " /* Blend phase colours */\n"
4716 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
4717 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
4718 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
4720 " /* Add gradient */\n"
4721 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
4723 " return ambient;\n"
4726 "vec3 clearskies_sky( vec3 ray_dir )\n"
4728 " ray_dir.y = abs( ray_dir.y );\n"
4729 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
4732 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
4733 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
4734 " float sun_shape = pow( sun_size, 2000.0 );\n"
4735 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
4737 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
4738 " sun_colour *= sun_shape;\n"
4741 " float star = 0.0;\n"
4742 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
4744 " if( star_blend > 0.001 ){\n"
4745 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
4746 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
4747 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
4751 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
4752 " return composite;\n"
4755 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
4757 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
4759 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
4760 " g_sunset_phase );\n"
4762 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
4763 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
4764 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
4765 " ) * g_sun_colour.rgb * g_day_phase;\n"
4767 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
4768 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
4769 " g_sunset_phase );\n"
4771 " return ambient + (light_sun + sky_reflection) * shadow;\n"
4776 "float world_depth_sample( vec3 pos )\n"
4778 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
4779 " return texture( g_world_depth, depth_coord ).r;\n"
4782 "float world_water_depth( vec3 pos )\n"
4784 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
4785 " return world_depth_sample( pos ) - ref_depth;\n"
4788 "float shadow_sample( vec3 co ){\n"
4789 " float height_sample = world_depth_sample( co );\n"
4791 " float fdelta = height_sample - co.y;\n"
4792 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
4795 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
4796 " if( g_shadow_samples == 0 ){\n"
4800 " float fspread = g_shadow_spread;\n"
4801 " float flength = g_shadow_length;\n"
4803 " float famt = 0.0;\n"
4804 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
4805 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
4806 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
4807 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
4809 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
4810 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
4811 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
4812 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
4814 " return 1.0 - famt;\n"
4817 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
4819 " vec3 specdir = reflect( -dir, wnormal );\n"
4820 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
4823 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
4824 " float dist = pow(fdist*0.0010,0.78);\n"
4825 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
4828 "vec3 scene_calculate_light( int light_index, \n"
4829 " vec3 halfview, vec3 co, vec3 normal )\n"
4831 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
4832 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
4833 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
4835 " vec3 light_delta = light_co.xyz-co;\n"
4836 " float dist2 = dot(light_delta,light_delta);\n"
4838 " light_delta = normalize( light_delta );\n"
4840 " float quadratic = dist2*100.0;\n"
4841 " float attenuation = 1.0/( 1.0 + quadratic );\n"
4842 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
4844 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
4846 " if( light_dir.w < 0.999999 ){\n"
4847 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
4848 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
4851 " return light_colour.rgb * attenuation * falloff \n"
4852 " * step( g_day_phase, light_colour.w );\n"
4855 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
4856 " vec3 halfview, vec3 co, vec3 normal )\n"
4858 " uint light_count = packed_index & 0x3u;\n"
4860 " vec3 l = vec3(0.0);\n"
4862 " if( light_count >= 1u ){\n"
4863 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
4864 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
4865 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
4867 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
4869 " if( light_count >= 2u ){\n"
4870 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
4872 " if( light_count >= 3u ){\n"
4873 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
4881 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
4882 " float light_mask )\n"
4884 " if( g_light_preview == 1 )\n"
4885 " diffuse = vec3(0.75);\n"
4888 " vec3 halfview = uCamera - co;\n"
4889 " float fdist = length(halfview);\n"
4890 " halfview /= fdist;\n"
4892 " float world_shadow = newlight_compute_sun_shadow( \n"
4893 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
4895 " vec3 total_light = clearskies_lighting( \n"
4896 " normal, min( light_mask, world_shadow ), halfview );\n"
4898 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
4899 " cube_coord = floor( cube_coord );\n"
4901 " if( g_debug_indices == 1 )\n"
4903 " return rand33(cube_coord);\n"
4906 " if( g_debug_complexity == 1 )\n"
4908 " ivec3 coord = ivec3( cube_coord );\n"
4909 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
4911 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
4912 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
4915 " // FIXME: this coord should absolutely must be clamped!\n"
4917 " ivec3 coord = ivec3( cube_coord );\n"
4918 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
4920 " total_light += \n"
4921 " scene_calculate_packed_light_patch( index_sample.x,\n"
4922 " halfview, co, normal ) \n"
4924 " total_light += \n"
4925 " scene_calculate_packed_light_patch( index_sample.y,\n"
4926 " halfview, co, normal )\n"
4929 " // Take a section of the sky function to give us a matching fog colour\n"
4931 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
4932 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
4933 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
4934 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
4936 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
4937 " sun_colour *= sun_shape;\n"
4939 " fog_colour += sun_colour;\n"
4940 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
4945 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
4947 " vec3 pa = p - a;\n"
4948 " vec3 ba = b - a;\n"
4950 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
4951 " return length( pa - ba*h );\n"
4954 "float compute_board_shadow()\n"
4956 " // player shadow\n"
4957 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
4958 " g_board_1.xyz )-0.1 );\n"
4959 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
4960 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
4962 " return 1.0 - player_shadow*0.8;\n"
4965 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
4967 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
4974 " float height_full = aWorldCo.y;\n"
4975 " float height_water = height_full;\n"
4977 " if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 )\n"
4978 " height_water = -99999.9;\n"
4980 " FragColor = vec4( height_full, height_water, 0.0, 0.0 );\n"
4985 GLuint _uniform_scene_position_uMdl
;
4986 GLuint _uniform_scene_position_uPv
;
4987 GLuint _uniform_scene_position_uPvmPrev
;
4988 GLuint _uniform_scene_position_uCamera
;
4989 GLuint _uniform_scene_position_uBoard0
;
4990 GLuint _uniform_scene_position_uBoard1
;
4991 GLuint _uniform_scene_position_g_world_depth
;
4992 GLuint _uniform_scene_position_uLightsArray
;
4993 GLuint _uniform_scene_position_uLightsIndex
;
4994 #include "shaders/scene_cubemapped.h"
4995 struct vg_shader _shader_scene_cubemapped
= {
4996 .name
= "scene_cubemapped",
4999 .orig_file
= "shaders/scene.vs",
5001 "layout (location=0) in vec3 a_co;\n"
5002 "layout (location=1) in vec4 a_norm;\n"
5003 "layout (location=2) in vec2 a_uv;\n"
5006 "const float k_motion_lerp_amount = 0.01;\n"
5010 "out vec3 aMotionVec0;\n"
5011 "out vec3 aMotionVec1;\n"
5013 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
5015 " // This magically solves some artifacting errors!\n"
5017 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
5019 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
5020 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
5025 "uniform mat4x3 uMdl;\n"
5026 "uniform mat4 uPv;\n"
5027 "uniform mat4 uPvmPrev;\n"
5032 "out vec3 aWorldCo;\n"
5036 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
5037 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
5038 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
5040 " vs_motion_out( vproj0, vproj1 );\n"
5042 " gl_Position = vproj0;\n"
5045 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
5047 " aWorldCo = world_pos0;\n"
5052 .orig_file
= "shaders/scene_cubemapped.fs",
5054 "uniform sampler2D uTexGarbage;\n"
5055 "uniform sampler2D uTexMain;\n"
5056 "uniform samplerCube uTexCubemap;\n"
5057 "uniform vec3 uCamera;\n"
5058 "uniform vec4 uPlane;\n"
5059 "uniform vec4 uColour;\n"
5063 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
5072 "in vec3 aWorldCo;\n"
5075 "layout (location = 0) out vec4 oColour;\n"
5077 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
5078 "layout (std140) uniform ub_world_lighting\n"
5080 " vec4 g_cube_min;\n"
5081 " vec4 g_cube_inv_range;\n"
5083 " vec4 g_water_plane;\n"
5084 " vec4 g_depth_bounds;\n"
5086 " vec4 g_daysky_colour;\n"
5087 " vec4 g_nightsky_colour;\n"
5088 " vec4 g_sunset_colour;\n"
5089 " vec4 g_ambient_colour;\n"
5090 " vec4 g_sunset_ambient;\n"
5091 " vec4 g_sun_colour;\n"
5092 " vec4 g_sun_dir;\n"
5093 " vec4 g_board_0;\n"
5094 " vec4 g_board_1;\n"
5096 " float g_water_fog;\n"
5098 " float g_realtime;\n"
5099 " float g_shadow_length;\n"
5100 " float g_shadow_spread;\n"
5102 " float g_time_of_day;\n"
5103 " float g_day_phase;\n"
5104 " float g_sunset_phase;\n"
5106 " int g_light_preview;\n"
5107 " int g_shadow_samples;\n"
5109 " int g_debug_indices;\n"
5110 " int g_debug_complexity;\n"
5113 "uniform sampler2D g_world_depth;\n"
5114 "uniform samplerBuffer uLightsArray;\n"
5115 "uniform usampler3D uLightsIndex;\n"
5118 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
5119 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
5120 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
5121 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
5122 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
5123 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
5125 "const float SUN_ANGLE = 0.0001;\n"
5126 "const float PI = 3.14159265358979323846264;\n"
5128 "//struct world_info\n"
5133 "// sunset_phase;\n"
5135 "// vec3 sun_dir;\n"
5138 "vec3 rand33(vec3 p3)\n"
5140 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
5141 " p3 += dot(p3, p3.yxz+33.33);\n"
5142 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
5145 "float stars( vec3 rd, float rr, float size ){\n"
5146 " vec3 co = rd * rr;\n"
5148 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
5150 " float spaces = 1.0 / rr;\n"
5151 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
5152 " a -= mod(a, spaces) - spaces * 0.5;\n"
5154 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
5156 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
5157 " plane = plane - mod(plane, PI / count);\n"
5159 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
5161 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
5162 " float ydist = sqrt(rr * rr - level * level);\n"
5163 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
5164 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
5165 " float star = smoothstep(size, 0.0, distance(center, co));\n"
5169 "float luminance( vec3 v )\n"
5171 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
5174 "vec3 clearskies_ambient( vec3 dir )\n"
5176 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
5177 " float sky_gradient = dir.y;\n"
5179 " /* Blend phase colours */\n"
5180 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
5181 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
5182 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
5184 " /* Add gradient */\n"
5185 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
5187 " return ambient;\n"
5190 "vec3 clearskies_sky( vec3 ray_dir )\n"
5192 " ray_dir.y = abs( ray_dir.y );\n"
5193 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
5196 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
5197 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
5198 " float sun_shape = pow( sun_size, 2000.0 );\n"
5199 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
5201 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
5202 " sun_colour *= sun_shape;\n"
5205 " float star = 0.0;\n"
5206 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
5208 " if( star_blend > 0.001 ){\n"
5209 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
5210 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
5211 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
5215 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
5216 " return composite;\n"
5219 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
5221 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
5223 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
5224 " g_sunset_phase );\n"
5226 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
5227 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
5228 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
5229 " ) * g_sun_colour.rgb * g_day_phase;\n"
5231 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
5232 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
5233 " g_sunset_phase );\n"
5235 " return ambient + (light_sun + sky_reflection) * shadow;\n"
5240 "float world_depth_sample( vec3 pos )\n"
5242 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
5243 " return texture( g_world_depth, depth_coord ).r;\n"
5246 "float world_water_depth( vec3 pos )\n"
5248 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
5249 " return world_depth_sample( pos ) - ref_depth;\n"
5252 "float shadow_sample( vec3 co ){\n"
5253 " float height_sample = world_depth_sample( co );\n"
5255 " float fdelta = height_sample - co.y;\n"
5256 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
5259 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
5260 " if( g_shadow_samples == 0 ){\n"
5264 " float fspread = g_shadow_spread;\n"
5265 " float flength = g_shadow_length;\n"
5267 " float famt = 0.0;\n"
5268 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
5269 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
5270 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
5271 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
5273 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
5274 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
5275 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
5276 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
5278 " return 1.0 - famt;\n"
5281 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
5283 " vec3 specdir = reflect( -dir, wnormal );\n"
5284 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
5287 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
5288 " float dist = pow(fdist*0.0010,0.78);\n"
5289 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
5292 "vec3 scene_calculate_light( int light_index, \n"
5293 " vec3 halfview, vec3 co, vec3 normal )\n"
5295 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
5296 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
5297 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
5299 " vec3 light_delta = light_co.xyz-co;\n"
5300 " float dist2 = dot(light_delta,light_delta);\n"
5302 " light_delta = normalize( light_delta );\n"
5304 " float quadratic = dist2*100.0;\n"
5305 " float attenuation = 1.0/( 1.0 + quadratic );\n"
5306 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
5308 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
5310 " if( light_dir.w < 0.999999 ){\n"
5311 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
5312 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
5315 " return light_colour.rgb * attenuation * falloff \n"
5316 " * step( g_day_phase, light_colour.w );\n"
5319 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
5320 " vec3 halfview, vec3 co, vec3 normal )\n"
5322 " uint light_count = packed_index & 0x3u;\n"
5324 " vec3 l = vec3(0.0);\n"
5326 " if( light_count >= 1u ){\n"
5327 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
5328 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
5329 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
5331 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
5333 " if( light_count >= 2u ){\n"
5334 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
5336 " if( light_count >= 3u ){\n"
5337 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
5345 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
5346 " float light_mask )\n"
5348 " if( g_light_preview == 1 )\n"
5349 " diffuse = vec3(0.75);\n"
5352 " vec3 halfview = uCamera - co;\n"
5353 " float fdist = length(halfview);\n"
5354 " halfview /= fdist;\n"
5356 " float world_shadow = newlight_compute_sun_shadow( \n"
5357 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
5359 " vec3 total_light = clearskies_lighting( \n"
5360 " normal, min( light_mask, world_shadow ), halfview );\n"
5362 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
5363 " cube_coord = floor( cube_coord );\n"
5365 " if( g_debug_indices == 1 )\n"
5367 " return rand33(cube_coord);\n"
5370 " if( g_debug_complexity == 1 )\n"
5372 " ivec3 coord = ivec3( cube_coord );\n"
5373 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
5375 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
5376 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
5379 " // FIXME: this coord should absolutely must be clamped!\n"
5381 " ivec3 coord = ivec3( cube_coord );\n"
5382 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
5384 " total_light += \n"
5385 " scene_calculate_packed_light_patch( index_sample.x,\n"
5386 " halfview, co, normal ) \n"
5388 " total_light += \n"
5389 " scene_calculate_packed_light_patch( index_sample.y,\n"
5390 " halfview, co, normal )\n"
5393 " // Take a section of the sky function to give us a matching fog colour\n"
5395 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
5396 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
5397 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
5398 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
5400 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
5401 " sun_colour *= sun_shape;\n"
5403 " fog_colour += sun_colour;\n"
5404 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
5409 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
5411 " vec3 pa = p - a;\n"
5412 " vec3 ba = b - a;\n"
5414 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
5415 " return length( pa - ba*h );\n"
5418 "float compute_board_shadow()\n"
5420 " // player shadow\n"
5421 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
5422 " g_board_1.xyz )-0.1 );\n"
5423 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
5424 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
5426 " return 1.0 - player_shadow*0.8;\n"
5429 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
5431 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
5436 "const float k_motion_lerp_amount = 0.01;\n"
5440 "layout (location = 1) out vec2 oMotionVec;\n"
5442 "in vec3 aMotionVec0;\n"
5443 "in vec3 aMotionVec1;\n"
5445 "void compute_motion_vectors()\n"
5447 " // Write motion vectors\n"
5448 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
5449 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
5451 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
5458 " compute_motion_vectors();\n"
5460 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
5461 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
5462 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.0015 + aCo.yx*0.002 );\n"
5463 " vec3 qnorm = aNorm.xyz;\n"
5464 " vfrag = vsamplemain.rgb;\n"
5466 " if( g_light_preview == 1 ){\n"
5467 " vfrag = vec3(0.5);\n"
5470 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
5471 " oColour = vec4( vfrag, 1.0 );\n"
5473 " vec3 halfdir = normalize( aWorldCo - uCamera );\n"
5474 " vec3 reflectdir = reflect( halfdir, qnorm );\n"
5475 " oColour = mix( oColour, \n"
5476 " vec4(texture(uTexCubemap,reflectdir).rgb * uColour.rgb, 1.0),\n"
5477 " uColour.a*wgarbage.b );\n"
5482 GLuint _uniform_scene_cubemapped_uMdl
;
5483 GLuint _uniform_scene_cubemapped_uPv
;
5484 GLuint _uniform_scene_cubemapped_uPvmPrev
;
5485 GLuint _uniform_scene_cubemapped_uTexGarbage
;
5486 GLuint _uniform_scene_cubemapped_uTexMain
;
5487 GLuint _uniform_scene_cubemapped_uTexCubemap
;
5488 GLuint _uniform_scene_cubemapped_uCamera
;
5489 GLuint _uniform_scene_cubemapped_uPlane
;
5490 GLuint _uniform_scene_cubemapped_uColour
;
5491 GLuint _uniform_scene_cubemapped_g_world_depth
;
5492 GLuint _uniform_scene_cubemapped_uLightsArray
;
5493 GLuint _uniform_scene_cubemapped_uLightsIndex
;
5494 #include "shaders/scene_water.h"
5495 struct vg_shader _shader_scene_water
= {
5496 .name
= "scene_water",
5499 .orig_file
= "shaders/scene.vs",
5501 "layout (location=0) in vec3 a_co;\n"
5502 "layout (location=1) in vec4 a_norm;\n"
5503 "layout (location=2) in vec2 a_uv;\n"
5506 "const float k_motion_lerp_amount = 0.01;\n"
5510 "out vec3 aMotionVec0;\n"
5511 "out vec3 aMotionVec1;\n"
5513 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
5515 " // This magically solves some artifacting errors!\n"
5517 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
5519 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
5520 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
5525 "uniform mat4x3 uMdl;\n"
5526 "uniform mat4 uPv;\n"
5527 "uniform mat4 uPvmPrev;\n"
5532 "out vec3 aWorldCo;\n"
5536 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
5537 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
5538 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
5540 " vs_motion_out( vproj0, vproj1 );\n"
5542 " gl_Position = vproj0;\n"
5545 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
5547 " aWorldCo = world_pos0;\n"
5552 .orig_file
= "shaders/scene_water.fs",
5554 "uniform sampler2D uTexMain;\n"
5555 "uniform sampler2D uTexDudv;\n"
5556 "uniform sampler2D uTexBack;\n"
5558 "uniform vec2 uInvRes;\n"
5559 "uniform float uTime;\n"
5560 "uniform vec3 uCamera;\n"
5561 "uniform float uSurfaceY;\n"
5562 "uniform vec3 uBoard0;\n"
5563 "uniform vec3 uBoard1;\n"
5565 "uniform vec3 uShoreColour;\n"
5566 "uniform vec3 uOceanColour;\n"
5570 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
5579 "in vec3 aWorldCo;\n"
5582 "layout (location = 0) out vec4 oColour;\n"
5584 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
5585 "layout (std140) uniform ub_world_lighting\n"
5587 " vec4 g_cube_min;\n"
5588 " vec4 g_cube_inv_range;\n"
5590 " vec4 g_water_plane;\n"
5591 " vec4 g_depth_bounds;\n"
5593 " vec4 g_daysky_colour;\n"
5594 " vec4 g_nightsky_colour;\n"
5595 " vec4 g_sunset_colour;\n"
5596 " vec4 g_ambient_colour;\n"
5597 " vec4 g_sunset_ambient;\n"
5598 " vec4 g_sun_colour;\n"
5599 " vec4 g_sun_dir;\n"
5600 " vec4 g_board_0;\n"
5601 " vec4 g_board_1;\n"
5603 " float g_water_fog;\n"
5605 " float g_realtime;\n"
5606 " float g_shadow_length;\n"
5607 " float g_shadow_spread;\n"
5609 " float g_time_of_day;\n"
5610 " float g_day_phase;\n"
5611 " float g_sunset_phase;\n"
5613 " int g_light_preview;\n"
5614 " int g_shadow_samples;\n"
5616 " int g_debug_indices;\n"
5617 " int g_debug_complexity;\n"
5620 "uniform sampler2D g_world_depth;\n"
5621 "uniform samplerBuffer uLightsArray;\n"
5622 "uniform usampler3D uLightsIndex;\n"
5625 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
5626 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
5627 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
5628 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
5629 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
5630 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
5632 "const float SUN_ANGLE = 0.0001;\n"
5633 "const float PI = 3.14159265358979323846264;\n"
5635 "//struct world_info\n"
5640 "// sunset_phase;\n"
5642 "// vec3 sun_dir;\n"
5645 "vec3 rand33(vec3 p3)\n"
5647 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
5648 " p3 += dot(p3, p3.yxz+33.33);\n"
5649 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
5652 "float stars( vec3 rd, float rr, float size ){\n"
5653 " vec3 co = rd * rr;\n"
5655 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
5657 " float spaces = 1.0 / rr;\n"
5658 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
5659 " a -= mod(a, spaces) - spaces * 0.5;\n"
5661 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
5663 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
5664 " plane = plane - mod(plane, PI / count);\n"
5666 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
5668 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
5669 " float ydist = sqrt(rr * rr - level * level);\n"
5670 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
5671 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
5672 " float star = smoothstep(size, 0.0, distance(center, co));\n"
5676 "float luminance( vec3 v )\n"
5678 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
5681 "vec3 clearskies_ambient( vec3 dir )\n"
5683 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
5684 " float sky_gradient = dir.y;\n"
5686 " /* Blend phase colours */\n"
5687 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
5688 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
5689 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
5691 " /* Add gradient */\n"
5692 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
5694 " return ambient;\n"
5697 "vec3 clearskies_sky( vec3 ray_dir )\n"
5699 " ray_dir.y = abs( ray_dir.y );\n"
5700 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
5703 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
5704 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
5705 " float sun_shape = pow( sun_size, 2000.0 );\n"
5706 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
5708 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
5709 " sun_colour *= sun_shape;\n"
5712 " float star = 0.0;\n"
5713 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
5715 " if( star_blend > 0.001 ){\n"
5716 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
5717 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
5718 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
5722 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
5723 " return composite;\n"
5726 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
5728 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
5730 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
5731 " g_sunset_phase );\n"
5733 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
5734 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
5735 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
5736 " ) * g_sun_colour.rgb * g_day_phase;\n"
5738 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
5739 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
5740 " g_sunset_phase );\n"
5742 " return ambient + (light_sun + sky_reflection) * shadow;\n"
5747 "float world_depth_sample( vec3 pos )\n"
5749 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
5750 " return texture( g_world_depth, depth_coord ).r;\n"
5753 "float world_water_depth( vec3 pos )\n"
5755 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
5756 " return world_depth_sample( pos ) - ref_depth;\n"
5759 "float shadow_sample( vec3 co ){\n"
5760 " float height_sample = world_depth_sample( co );\n"
5762 " float fdelta = height_sample - co.y;\n"
5763 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
5766 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
5767 " if( g_shadow_samples == 0 ){\n"
5771 " float fspread = g_shadow_spread;\n"
5772 " float flength = g_shadow_length;\n"
5774 " float famt = 0.0;\n"
5775 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
5776 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
5777 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
5778 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
5780 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
5781 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
5782 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
5783 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
5785 " return 1.0 - famt;\n"
5788 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
5790 " vec3 specdir = reflect( -dir, wnormal );\n"
5791 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
5794 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
5795 " float dist = pow(fdist*0.0010,0.78);\n"
5796 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
5799 "vec3 scene_calculate_light( int light_index, \n"
5800 " vec3 halfview, vec3 co, vec3 normal )\n"
5802 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
5803 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
5804 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
5806 " vec3 light_delta = light_co.xyz-co;\n"
5807 " float dist2 = dot(light_delta,light_delta);\n"
5809 " light_delta = normalize( light_delta );\n"
5811 " float quadratic = dist2*100.0;\n"
5812 " float attenuation = 1.0/( 1.0 + quadratic );\n"
5813 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
5815 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
5817 " if( light_dir.w < 0.999999 ){\n"
5818 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
5819 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
5822 " return light_colour.rgb * attenuation * falloff \n"
5823 " * step( g_day_phase, light_colour.w );\n"
5826 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
5827 " vec3 halfview, vec3 co, vec3 normal )\n"
5829 " uint light_count = packed_index & 0x3u;\n"
5831 " vec3 l = vec3(0.0);\n"
5833 " if( light_count >= 1u ){\n"
5834 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
5835 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
5836 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
5838 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
5840 " if( light_count >= 2u ){\n"
5841 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
5843 " if( light_count >= 3u ){\n"
5844 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
5852 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
5853 " float light_mask )\n"
5855 " if( g_light_preview == 1 )\n"
5856 " diffuse = vec3(0.75);\n"
5859 " vec3 halfview = uCamera - co;\n"
5860 " float fdist = length(halfview);\n"
5861 " halfview /= fdist;\n"
5863 " float world_shadow = newlight_compute_sun_shadow( \n"
5864 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
5866 " vec3 total_light = clearskies_lighting( \n"
5867 " normal, min( light_mask, world_shadow ), halfview );\n"
5869 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
5870 " cube_coord = floor( cube_coord );\n"
5872 " if( g_debug_indices == 1 )\n"
5874 " return rand33(cube_coord);\n"
5877 " if( g_debug_complexity == 1 )\n"
5879 " ivec3 coord = ivec3( cube_coord );\n"
5880 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
5882 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
5883 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
5886 " // FIXME: this coord should absolutely must be clamped!\n"
5888 " ivec3 coord = ivec3( cube_coord );\n"
5889 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
5891 " total_light += \n"
5892 " scene_calculate_packed_light_patch( index_sample.x,\n"
5893 " halfview, co, normal ) \n"
5895 " total_light += \n"
5896 " scene_calculate_packed_light_patch( index_sample.y,\n"
5897 " halfview, co, normal )\n"
5900 " // Take a section of the sky function to give us a matching fog colour\n"
5902 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
5903 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
5904 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
5905 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
5907 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
5908 " sun_colour *= sun_shape;\n"
5910 " fog_colour += sun_colour;\n"
5911 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
5916 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
5918 " vec3 pa = p - a;\n"
5919 " vec3 ba = b - a;\n"
5921 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
5922 " return length( pa - ba*h );\n"
5925 "float compute_board_shadow()\n"
5927 " // player shadow\n"
5928 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
5929 " g_board_1.xyz )-0.1 );\n"
5930 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
5931 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
5933 " return 1.0 - player_shadow*0.8;\n"
5936 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
5938 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
5943 "const float k_motion_lerp_amount = 0.01;\n"
5947 "layout (location = 1) out vec2 oMotionVec;\n"
5949 "in vec3 aMotionVec0;\n"
5950 "in vec3 aMotionVec1;\n"
5952 "void compute_motion_vectors()\n"
5954 " // Write motion vectors\n"
5955 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
5956 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
5958 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
5963 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
5964 " vec4 beneath, vec4 above, vec4 dudva )\n"
5966 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
5968 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
5970 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
5971 " vec3 specdir = reflect( -lightdir, vnorm );\n"
5972 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
5975 " float depthblend = pow( beneath.r, 0.8 );\n"
5978 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
5979 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
5981 " vec4 surf = mix( vec4(surface_tint,depthblend), \n"
5982 " vec4(1.0,1.0,1.0,0.5), fband );\n"
5983 " surf.rgb = scene_compute_lighting( surf.rgb, aNorm.xyz, aWorldCo );\n"
5984 " surf.rgb = mix(surf.rgb, above.rgb, ffresnel );\n"
5990 " compute_motion_vectors();\n"
5992 " // Create texture coords\n"
5993 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
5995 " // Surface colour composite\n"
5996 " float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
5998 " vec2 world_coord = aCo.xz * 0.008;\n"
5999 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
6000 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
6001 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
6003 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
6004 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
6007 " vec3 halfview = -normalize( aCo-uCamera );\n"
6009 " // Sample textures\n"
6010 " vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
6011 " vec4 beneath = texture( uTexBack, ssuv );\n"
6014 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
6017 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above, dudva );\n"
6018 " vsurface.a -= fdist;\n"
6020 " oColour = vsurface;\n"
6025 GLuint _uniform_scene_water_uMdl
;
6026 GLuint _uniform_scene_water_uPv
;
6027 GLuint _uniform_scene_water_uPvmPrev
;
6028 GLuint _uniform_scene_water_uTexMain
;
6029 GLuint _uniform_scene_water_uTexDudv
;
6030 GLuint _uniform_scene_water_uTexBack
;
6031 GLuint _uniform_scene_water_uInvRes
;
6032 GLuint _uniform_scene_water_uTime
;
6033 GLuint _uniform_scene_water_uCamera
;
6034 GLuint _uniform_scene_water_uSurfaceY
;
6035 GLuint _uniform_scene_water_uBoard0
;
6036 GLuint _uniform_scene_water_uBoard1
;
6037 GLuint _uniform_scene_water_uShoreColour
;
6038 GLuint _uniform_scene_water_uOceanColour
;
6039 GLuint _uniform_scene_water_g_world_depth
;
6040 GLuint _uniform_scene_water_uLightsArray
;
6041 GLuint _uniform_scene_water_uLightsIndex
;
6042 #include "shaders/scene_water_fast.h"
6043 struct vg_shader _shader_scene_water_fast
= {
6044 .name
= "scene_water_fast",
6047 .orig_file
= "shaders/scene.vs",
6049 "layout (location=0) in vec3 a_co;\n"
6050 "layout (location=1) in vec4 a_norm;\n"
6051 "layout (location=2) in vec2 a_uv;\n"
6054 "const float k_motion_lerp_amount = 0.01;\n"
6058 "out vec3 aMotionVec0;\n"
6059 "out vec3 aMotionVec1;\n"
6061 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
6063 " // This magically solves some artifacting errors!\n"
6065 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
6067 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
6068 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
6073 "uniform mat4x3 uMdl;\n"
6074 "uniform mat4 uPv;\n"
6075 "uniform mat4 uPvmPrev;\n"
6080 "out vec3 aWorldCo;\n"
6084 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
6085 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
6086 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
6088 " vs_motion_out( vproj0, vproj1 );\n"
6090 " gl_Position = vproj0;\n"
6093 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
6095 " aWorldCo = world_pos0;\n"
6100 .orig_file
= "shaders/scene_water_fast.fs",
6102 "uniform sampler2D uTexDudv;\n"
6104 "uniform float uTime;\n"
6105 "uniform vec3 uCamera;\n"
6106 "uniform float uSurfaceY;\n"
6107 "uniform vec3 uBoard0;\n"
6108 "uniform vec3 uBoard1;\n"
6110 "uniform vec3 uShoreColour;\n"
6111 "uniform vec3 uOceanColour;\n"
6115 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
6124 "in vec3 aWorldCo;\n"
6127 "layout (location = 0) out vec4 oColour;\n"
6129 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
6130 "layout (std140) uniform ub_world_lighting\n"
6132 " vec4 g_cube_min;\n"
6133 " vec4 g_cube_inv_range;\n"
6135 " vec4 g_water_plane;\n"
6136 " vec4 g_depth_bounds;\n"
6138 " vec4 g_daysky_colour;\n"
6139 " vec4 g_nightsky_colour;\n"
6140 " vec4 g_sunset_colour;\n"
6141 " vec4 g_ambient_colour;\n"
6142 " vec4 g_sunset_ambient;\n"
6143 " vec4 g_sun_colour;\n"
6144 " vec4 g_sun_dir;\n"
6145 " vec4 g_board_0;\n"
6146 " vec4 g_board_1;\n"
6148 " float g_water_fog;\n"
6150 " float g_realtime;\n"
6151 " float g_shadow_length;\n"
6152 " float g_shadow_spread;\n"
6154 " float g_time_of_day;\n"
6155 " float g_day_phase;\n"
6156 " float g_sunset_phase;\n"
6158 " int g_light_preview;\n"
6159 " int g_shadow_samples;\n"
6161 " int g_debug_indices;\n"
6162 " int g_debug_complexity;\n"
6165 "uniform sampler2D g_world_depth;\n"
6166 "uniform samplerBuffer uLightsArray;\n"
6167 "uniform usampler3D uLightsIndex;\n"
6170 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
6171 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
6172 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
6173 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
6174 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
6175 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
6177 "const float SUN_ANGLE = 0.0001;\n"
6178 "const float PI = 3.14159265358979323846264;\n"
6180 "//struct world_info\n"
6185 "// sunset_phase;\n"
6187 "// vec3 sun_dir;\n"
6190 "vec3 rand33(vec3 p3)\n"
6192 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
6193 " p3 += dot(p3, p3.yxz+33.33);\n"
6194 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
6197 "float stars( vec3 rd, float rr, float size ){\n"
6198 " vec3 co = rd * rr;\n"
6200 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
6202 " float spaces = 1.0 / rr;\n"
6203 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
6204 " a -= mod(a, spaces) - spaces * 0.5;\n"
6206 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
6208 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
6209 " plane = plane - mod(plane, PI / count);\n"
6211 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
6213 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
6214 " float ydist = sqrt(rr * rr - level * level);\n"
6215 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
6216 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
6217 " float star = smoothstep(size, 0.0, distance(center, co));\n"
6221 "float luminance( vec3 v )\n"
6223 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
6226 "vec3 clearskies_ambient( vec3 dir )\n"
6228 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
6229 " float sky_gradient = dir.y;\n"
6231 " /* Blend phase colours */\n"
6232 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
6233 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
6234 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
6236 " /* Add gradient */\n"
6237 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
6239 " return ambient;\n"
6242 "vec3 clearskies_sky( vec3 ray_dir )\n"
6244 " ray_dir.y = abs( ray_dir.y );\n"
6245 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
6248 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
6249 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
6250 " float sun_shape = pow( sun_size, 2000.0 );\n"
6251 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
6253 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
6254 " sun_colour *= sun_shape;\n"
6257 " float star = 0.0;\n"
6258 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
6260 " if( star_blend > 0.001 ){\n"
6261 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
6262 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
6263 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
6267 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
6268 " return composite;\n"
6271 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
6273 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
6275 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
6276 " g_sunset_phase );\n"
6278 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
6279 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
6280 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
6281 " ) * g_sun_colour.rgb * g_day_phase;\n"
6283 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
6284 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
6285 " g_sunset_phase );\n"
6287 " return ambient + (light_sun + sky_reflection) * shadow;\n"
6292 "float world_depth_sample( vec3 pos )\n"
6294 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
6295 " return texture( g_world_depth, depth_coord ).r;\n"
6298 "float world_water_depth( vec3 pos )\n"
6300 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
6301 " return world_depth_sample( pos ) - ref_depth;\n"
6304 "float shadow_sample( vec3 co ){\n"
6305 " float height_sample = world_depth_sample( co );\n"
6307 " float fdelta = height_sample - co.y;\n"
6308 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
6311 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
6312 " if( g_shadow_samples == 0 ){\n"
6316 " float fspread = g_shadow_spread;\n"
6317 " float flength = g_shadow_length;\n"
6319 " float famt = 0.0;\n"
6320 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
6321 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
6322 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
6323 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
6325 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
6326 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
6327 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
6328 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
6330 " return 1.0 - famt;\n"
6333 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
6335 " vec3 specdir = reflect( -dir, wnormal );\n"
6336 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
6339 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
6340 " float dist = pow(fdist*0.0010,0.78);\n"
6341 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
6344 "vec3 scene_calculate_light( int light_index, \n"
6345 " vec3 halfview, vec3 co, vec3 normal )\n"
6347 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
6348 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
6349 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
6351 " vec3 light_delta = light_co.xyz-co;\n"
6352 " float dist2 = dot(light_delta,light_delta);\n"
6354 " light_delta = normalize( light_delta );\n"
6356 " float quadratic = dist2*100.0;\n"
6357 " float attenuation = 1.0/( 1.0 + quadratic );\n"
6358 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
6360 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
6362 " if( light_dir.w < 0.999999 ){\n"
6363 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
6364 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
6367 " return light_colour.rgb * attenuation * falloff \n"
6368 " * step( g_day_phase, light_colour.w );\n"
6371 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
6372 " vec3 halfview, vec3 co, vec3 normal )\n"
6374 " uint light_count = packed_index & 0x3u;\n"
6376 " vec3 l = vec3(0.0);\n"
6378 " if( light_count >= 1u ){\n"
6379 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
6380 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
6381 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
6383 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
6385 " if( light_count >= 2u ){\n"
6386 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
6388 " if( light_count >= 3u ){\n"
6389 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
6397 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
6398 " float light_mask )\n"
6400 " if( g_light_preview == 1 )\n"
6401 " diffuse = vec3(0.75);\n"
6404 " vec3 halfview = uCamera - co;\n"
6405 " float fdist = length(halfview);\n"
6406 " halfview /= fdist;\n"
6408 " float world_shadow = newlight_compute_sun_shadow( \n"
6409 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
6411 " vec3 total_light = clearskies_lighting( \n"
6412 " normal, min( light_mask, world_shadow ), halfview );\n"
6414 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
6415 " cube_coord = floor( cube_coord );\n"
6417 " if( g_debug_indices == 1 )\n"
6419 " return rand33(cube_coord);\n"
6422 " if( g_debug_complexity == 1 )\n"
6424 " ivec3 coord = ivec3( cube_coord );\n"
6425 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
6427 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
6428 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
6431 " // FIXME: this coord should absolutely must be clamped!\n"
6433 " ivec3 coord = ivec3( cube_coord );\n"
6434 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
6436 " total_light += \n"
6437 " scene_calculate_packed_light_patch( index_sample.x,\n"
6438 " halfview, co, normal ) \n"
6440 " total_light += \n"
6441 " scene_calculate_packed_light_patch( index_sample.y,\n"
6442 " halfview, co, normal )\n"
6445 " // Take a section of the sky function to give us a matching fog colour\n"
6447 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
6448 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
6449 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
6450 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
6452 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
6453 " sun_colour *= sun_shape;\n"
6455 " fog_colour += sun_colour;\n"
6456 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
6461 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
6463 " vec3 pa = p - a;\n"
6464 " vec3 ba = b - a;\n"
6466 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
6467 " return length( pa - ba*h );\n"
6470 "float compute_board_shadow()\n"
6472 " // player shadow\n"
6473 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
6474 " g_board_1.xyz )-0.1 );\n"
6475 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
6476 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
6478 " return 1.0 - player_shadow*0.8;\n"
6481 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
6483 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
6488 "const float k_motion_lerp_amount = 0.01;\n"
6492 "layout (location = 1) out vec2 oMotionVec;\n"
6494 "in vec3 aMotionVec0;\n"
6495 "in vec3 aMotionVec1;\n"
6497 "void compute_motion_vectors()\n"
6499 " // Write motion vectors\n"
6500 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
6501 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
6503 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
6508 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
6510 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
6512 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
6514 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
6515 " vec3 specdir = reflect( -lightdir, vnorm );\n"
6516 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
6518 " return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) );\n"
6523 " compute_motion_vectors();\n"
6525 " // Surface colour composite\n"
6526 " float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
6528 " vec2 world_coord = aCo.xz * 0.008;\n"
6529 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
6530 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
6531 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
6533 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
6534 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
6537 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
6538 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
6541 " vec3 halfview = -normalize( aCo-uCamera );\n"
6544 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
6547 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
6548 " vsurface.a -= fdist;\n"
6549 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
6550 " oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
6555 GLuint _uniform_scene_water_fast_uMdl
;
6556 GLuint _uniform_scene_water_fast_uPv
;
6557 GLuint _uniform_scene_water_fast_uPvmPrev
;
6558 GLuint _uniform_scene_water_fast_uTexDudv
;
6559 GLuint _uniform_scene_water_fast_uTime
;
6560 GLuint _uniform_scene_water_fast_uCamera
;
6561 GLuint _uniform_scene_water_fast_uSurfaceY
;
6562 GLuint _uniform_scene_water_fast_uBoard0
;
6563 GLuint _uniform_scene_water_fast_uBoard1
;
6564 GLuint _uniform_scene_water_fast_uShoreColour
;
6565 GLuint _uniform_scene_water_fast_uOceanColour
;
6566 GLuint _uniform_scene_water_fast_g_world_depth
;
6567 GLuint _uniform_scene_water_fast_uLightsArray
;
6568 GLuint _uniform_scene_water_fast_uLightsIndex
;
6569 #include "shaders/scene_scoretext.h"
6570 struct vg_shader _shader_scene_scoretext
= {
6571 .name
= "scene_scoretext",
6574 .orig_file
= "shaders/scene_sfd.vs",
6576 "layout (location=0) in vec3 a_co;\n"
6577 "layout (location=1) in vec4 a_norm;\n"
6578 "layout (location=2) in vec2 a_uv;\n"
6581 "const float k_motion_lerp_amount = 0.01;\n"
6585 "out vec3 aMotionVec0;\n"
6586 "out vec3 aMotionVec1;\n"
6588 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
6590 " // This magically solves some artifacting errors!\n"
6592 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
6594 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
6595 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
6600 "uniform mat4x3 uMdl;\n"
6601 "uniform mat4 uPv;\n"
6602 "uniform mat4 uPvmPrev;\n"
6603 "uniform vec3 uInfo;\n"
6608 "out vec3 aWorldCo;\n"
6612 " float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n"
6613 " float c = -cos(w*0.6);\n"
6614 " float s = -sin(w*0.6);\n"
6617 " float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
6618 " float c1 = cos(w1);\n"
6619 " float s1 = sin(w1);\n"
6621 " float yoff = step(0.01,fract(uInfo.z))*-0.5;\n"
6624 " mlocal[0] = vec3(c1, s1,0.0);\n"
6625 " mlocal[1] = vec3(-s1,c1,0.0);\n"
6626 " mlocal[2] = vec3(0.0,0.0,1.0);\n"
6627 " mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
6629 " vec3 local_pos0 = mlocal * vec4( a_co, 1.0 );\n"
6630 " vec3 world_pos0 = uMdl * vec4( local_pos0, 1.0 );\n"
6632 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
6633 " vec4 vproj1 = uPvmPrev * vec4( local_pos0, 1.0 );\n"
6635 " vs_motion_out( vproj0, vproj1 );\n"
6637 " gl_Position = vproj0;\n"
6639 " aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
6640 " aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w );\n"
6642 " aWorldCo = world_pos0;\n"
6647 .orig_file
= "shaders/scene_standard.fs",
6649 "uniform sampler2D uTexGarbage;\n"
6650 "uniform sampler2D uTexMain;\n"
6651 "uniform vec3 uCamera;\n"
6652 "uniform vec4 uPlane;\n"
6656 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
6665 "in vec3 aWorldCo;\n"
6668 "layout (location = 0) out vec4 oColour;\n"
6670 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
6671 "layout (std140) uniform ub_world_lighting\n"
6673 " vec4 g_cube_min;\n"
6674 " vec4 g_cube_inv_range;\n"
6676 " vec4 g_water_plane;\n"
6677 " vec4 g_depth_bounds;\n"
6679 " vec4 g_daysky_colour;\n"
6680 " vec4 g_nightsky_colour;\n"
6681 " vec4 g_sunset_colour;\n"
6682 " vec4 g_ambient_colour;\n"
6683 " vec4 g_sunset_ambient;\n"
6684 " vec4 g_sun_colour;\n"
6685 " vec4 g_sun_dir;\n"
6686 " vec4 g_board_0;\n"
6687 " vec4 g_board_1;\n"
6689 " float g_water_fog;\n"
6691 " float g_realtime;\n"
6692 " float g_shadow_length;\n"
6693 " float g_shadow_spread;\n"
6695 " float g_time_of_day;\n"
6696 " float g_day_phase;\n"
6697 " float g_sunset_phase;\n"
6699 " int g_light_preview;\n"
6700 " int g_shadow_samples;\n"
6702 " int g_debug_indices;\n"
6703 " int g_debug_complexity;\n"
6706 "uniform sampler2D g_world_depth;\n"
6707 "uniform samplerBuffer uLightsArray;\n"
6708 "uniform usampler3D uLightsIndex;\n"
6711 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
6712 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
6713 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
6714 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
6715 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
6716 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
6718 "const float SUN_ANGLE = 0.0001;\n"
6719 "const float PI = 3.14159265358979323846264;\n"
6721 "//struct world_info\n"
6726 "// sunset_phase;\n"
6728 "// vec3 sun_dir;\n"
6731 "vec3 rand33(vec3 p3)\n"
6733 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
6734 " p3 += dot(p3, p3.yxz+33.33);\n"
6735 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
6738 "float stars( vec3 rd, float rr, float size ){\n"
6739 " vec3 co = rd * rr;\n"
6741 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
6743 " float spaces = 1.0 / rr;\n"
6744 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
6745 " a -= mod(a, spaces) - spaces * 0.5;\n"
6747 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
6749 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
6750 " plane = plane - mod(plane, PI / count);\n"
6752 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
6754 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
6755 " float ydist = sqrt(rr * rr - level * level);\n"
6756 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
6757 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
6758 " float star = smoothstep(size, 0.0, distance(center, co));\n"
6762 "float luminance( vec3 v )\n"
6764 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
6767 "vec3 clearskies_ambient( vec3 dir )\n"
6769 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
6770 " float sky_gradient = dir.y;\n"
6772 " /* Blend phase colours */\n"
6773 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
6774 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
6775 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
6777 " /* Add gradient */\n"
6778 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
6780 " return ambient;\n"
6783 "vec3 clearskies_sky( vec3 ray_dir )\n"
6785 " ray_dir.y = abs( ray_dir.y );\n"
6786 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
6789 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
6790 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
6791 " float sun_shape = pow( sun_size, 2000.0 );\n"
6792 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
6794 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
6795 " sun_colour *= sun_shape;\n"
6798 " float star = 0.0;\n"
6799 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
6801 " if( star_blend > 0.001 ){\n"
6802 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
6803 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
6804 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
6808 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
6809 " return composite;\n"
6812 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
6814 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
6816 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
6817 " g_sunset_phase );\n"
6819 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
6820 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
6821 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
6822 " ) * g_sun_colour.rgb * g_day_phase;\n"
6824 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
6825 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
6826 " g_sunset_phase );\n"
6828 " return ambient + (light_sun + sky_reflection) * shadow;\n"
6833 "float world_depth_sample( vec3 pos )\n"
6835 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
6836 " return texture( g_world_depth, depth_coord ).r;\n"
6839 "float world_water_depth( vec3 pos )\n"
6841 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
6842 " return world_depth_sample( pos ) - ref_depth;\n"
6845 "float shadow_sample( vec3 co ){\n"
6846 " float height_sample = world_depth_sample( co );\n"
6848 " float fdelta = height_sample - co.y;\n"
6849 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
6852 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
6853 " if( g_shadow_samples == 0 ){\n"
6857 " float fspread = g_shadow_spread;\n"
6858 " float flength = g_shadow_length;\n"
6860 " float famt = 0.0;\n"
6861 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
6862 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
6863 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
6864 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
6866 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
6867 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
6868 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
6869 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
6871 " return 1.0 - famt;\n"
6874 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
6876 " vec3 specdir = reflect( -dir, wnormal );\n"
6877 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
6880 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
6881 " float dist = pow(fdist*0.0010,0.78);\n"
6882 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
6885 "vec3 scene_calculate_light( int light_index, \n"
6886 " vec3 halfview, vec3 co, vec3 normal )\n"
6888 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
6889 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
6890 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
6892 " vec3 light_delta = light_co.xyz-co;\n"
6893 " float dist2 = dot(light_delta,light_delta);\n"
6895 " light_delta = normalize( light_delta );\n"
6897 " float quadratic = dist2*100.0;\n"
6898 " float attenuation = 1.0/( 1.0 + quadratic );\n"
6899 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
6901 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
6903 " if( light_dir.w < 0.999999 ){\n"
6904 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
6905 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
6908 " return light_colour.rgb * attenuation * falloff \n"
6909 " * step( g_day_phase, light_colour.w );\n"
6912 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
6913 " vec3 halfview, vec3 co, vec3 normal )\n"
6915 " uint light_count = packed_index & 0x3u;\n"
6917 " vec3 l = vec3(0.0);\n"
6919 " if( light_count >= 1u ){\n"
6920 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
6921 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
6922 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
6924 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
6926 " if( light_count >= 2u ){\n"
6927 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
6929 " if( light_count >= 3u ){\n"
6930 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
6938 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
6939 " float light_mask )\n"
6941 " if( g_light_preview == 1 )\n"
6942 " diffuse = vec3(0.75);\n"
6945 " vec3 halfview = uCamera - co;\n"
6946 " float fdist = length(halfview);\n"
6947 " halfview /= fdist;\n"
6949 " float world_shadow = newlight_compute_sun_shadow( \n"
6950 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
6952 " vec3 total_light = clearskies_lighting( \n"
6953 " normal, min( light_mask, world_shadow ), halfview );\n"
6955 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
6956 " cube_coord = floor( cube_coord );\n"
6958 " if( g_debug_indices == 1 )\n"
6960 " return rand33(cube_coord);\n"
6963 " if( g_debug_complexity == 1 )\n"
6965 " ivec3 coord = ivec3( cube_coord );\n"
6966 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
6968 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
6969 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
6972 " // FIXME: this coord should absolutely must be clamped!\n"
6974 " ivec3 coord = ivec3( cube_coord );\n"
6975 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
6977 " total_light += \n"
6978 " scene_calculate_packed_light_patch( index_sample.x,\n"
6979 " halfview, co, normal ) \n"
6981 " total_light += \n"
6982 " scene_calculate_packed_light_patch( index_sample.y,\n"
6983 " halfview, co, normal )\n"
6986 " // Take a section of the sky function to give us a matching fog colour\n"
6988 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
6989 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
6990 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
6991 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
6993 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
6994 " sun_colour *= sun_shape;\n"
6996 " fog_colour += sun_colour;\n"
6997 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
7002 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
7004 " vec3 pa = p - a;\n"
7005 " vec3 ba = b - a;\n"
7007 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
7008 " return length( pa - ba*h );\n"
7011 "float compute_board_shadow()\n"
7013 " // player shadow\n"
7014 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
7015 " g_board_1.xyz )-0.1 );\n"
7016 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
7017 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
7019 " return 1.0 - player_shadow*0.8;\n"
7022 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
7024 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
7029 "const float k_motion_lerp_amount = 0.01;\n"
7033 "layout (location = 1) out vec2 oMotionVec;\n"
7035 "in vec3 aMotionVec0;\n"
7036 "in vec3 aMotionVec1;\n"
7038 "void compute_motion_vectors()\n"
7040 " // Write motion vectors\n"
7041 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
7042 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
7044 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
7051 " compute_motion_vectors();\n"
7053 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
7054 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
7055 " vec3 qnorm = aNorm.xyz;\n"
7057 " vfrag = vsamplemain.rgb;\n"
7059 " if( g_light_preview == 1 )\n"
7061 " vfrag = vec3(0.5);\n"
7064 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
7065 " oColour = vec4( vfrag, 1.0 );\n"
7070 GLuint _uniform_scene_scoretext_uMdl
;
7071 GLuint _uniform_scene_scoretext_uPv
;
7072 GLuint _uniform_scene_scoretext_uPvmPrev
;
7073 GLuint _uniform_scene_scoretext_uInfo
;
7074 GLuint _uniform_scene_scoretext_uTexGarbage
;
7075 GLuint _uniform_scene_scoretext_uTexMain
;
7076 GLuint _uniform_scene_scoretext_uCamera
;
7077 GLuint _uniform_scene_scoretext_uPlane
;
7078 GLuint _uniform_scene_scoretext_g_world_depth
;
7079 GLuint _uniform_scene_scoretext_uLightsArray
;
7080 GLuint _uniform_scene_scoretext_uLightsIndex
;
7081 #include "shaders/scene_font.h"
7082 struct vg_shader _shader_scene_font
= {
7083 .name
= "scene_font",
7086 .orig_file
= "shaders/model_font.vs",
7088 "layout (location=0) in vec3 a_co;\n"
7089 "layout (location=1) in vec3 a_norm;\n"
7090 "layout (location=2) in vec2 a_uv;\n"
7093 "const float k_motion_lerp_amount = 0.01;\n"
7097 "out vec3 aMotionVec0;\n"
7098 "out vec3 aMotionVec1;\n"
7100 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
7102 " // This magically solves some artifacting errors!\n"
7104 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
7106 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
7107 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
7112 "uniform mat4x3 uMdl;\n"
7113 "uniform mat4 uPv;\n"
7114 "uniform mat4 uPvmPrev;\n"
7115 "uniform vec4 uOffset;\n"
7120 "out vec3 aWorldCo;\n"
7124 " vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
7125 " vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
7126 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
7127 " vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
7129 " vs_motion_out( vproj0, vproj1 );\n"
7131 " gl_Position = vproj0;\n"
7134 " aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
7136 " aWorldCo = world_pos0;\n"
7141 .orig_file
= "shaders/scene_font.fs",
7143 "uniform sampler2D uTexGarbage; // unused\n"
7144 "uniform sampler2D uTexMain; // unused\n"
7145 "uniform vec3 uCamera;\n"
7146 "uniform float uTime;\n"
7147 "uniform float uOpacity;\n"
7148 "uniform float uColourize;\n"
7152 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
7161 "in vec3 aWorldCo;\n"
7164 "layout (location = 0) out vec4 oColour;\n"
7166 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
7167 "layout (std140) uniform ub_world_lighting\n"
7169 " vec4 g_cube_min;\n"
7170 " vec4 g_cube_inv_range;\n"
7172 " vec4 g_water_plane;\n"
7173 " vec4 g_depth_bounds;\n"
7175 " vec4 g_daysky_colour;\n"
7176 " vec4 g_nightsky_colour;\n"
7177 " vec4 g_sunset_colour;\n"
7178 " vec4 g_ambient_colour;\n"
7179 " vec4 g_sunset_ambient;\n"
7180 " vec4 g_sun_colour;\n"
7181 " vec4 g_sun_dir;\n"
7182 " vec4 g_board_0;\n"
7183 " vec4 g_board_1;\n"
7185 " float g_water_fog;\n"
7187 " float g_realtime;\n"
7188 " float g_shadow_length;\n"
7189 " float g_shadow_spread;\n"
7191 " float g_time_of_day;\n"
7192 " float g_day_phase;\n"
7193 " float g_sunset_phase;\n"
7195 " int g_light_preview;\n"
7196 " int g_shadow_samples;\n"
7198 " int g_debug_indices;\n"
7199 " int g_debug_complexity;\n"
7202 "uniform sampler2D g_world_depth;\n"
7203 "uniform samplerBuffer uLightsArray;\n"
7204 "uniform usampler3D uLightsIndex;\n"
7207 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
7208 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
7209 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
7210 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
7211 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
7212 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
7214 "const float SUN_ANGLE = 0.0001;\n"
7215 "const float PI = 3.14159265358979323846264;\n"
7217 "//struct world_info\n"
7222 "// sunset_phase;\n"
7224 "// vec3 sun_dir;\n"
7227 "vec3 rand33(vec3 p3)\n"
7229 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
7230 " p3 += dot(p3, p3.yxz+33.33);\n"
7231 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
7234 "float stars( vec3 rd, float rr, float size ){\n"
7235 " vec3 co = rd * rr;\n"
7237 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
7239 " float spaces = 1.0 / rr;\n"
7240 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
7241 " a -= mod(a, spaces) - spaces * 0.5;\n"
7243 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
7245 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
7246 " plane = plane - mod(plane, PI / count);\n"
7248 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
7250 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
7251 " float ydist = sqrt(rr * rr - level * level);\n"
7252 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
7253 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
7254 " float star = smoothstep(size, 0.0, distance(center, co));\n"
7258 "float luminance( vec3 v )\n"
7260 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
7263 "vec3 clearskies_ambient( vec3 dir )\n"
7265 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
7266 " float sky_gradient = dir.y;\n"
7268 " /* Blend phase colours */\n"
7269 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
7270 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
7271 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
7273 " /* Add gradient */\n"
7274 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
7276 " return ambient;\n"
7279 "vec3 clearskies_sky( vec3 ray_dir )\n"
7281 " ray_dir.y = abs( ray_dir.y );\n"
7282 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
7285 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
7286 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
7287 " float sun_shape = pow( sun_size, 2000.0 );\n"
7288 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
7290 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
7291 " sun_colour *= sun_shape;\n"
7294 " float star = 0.0;\n"
7295 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
7297 " if( star_blend > 0.001 ){\n"
7298 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
7299 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
7300 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
7304 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
7305 " return composite;\n"
7308 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
7310 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
7312 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
7313 " g_sunset_phase );\n"
7315 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
7316 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
7317 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
7318 " ) * g_sun_colour.rgb * g_day_phase;\n"
7320 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
7321 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
7322 " g_sunset_phase );\n"
7324 " return ambient + (light_sun + sky_reflection) * shadow;\n"
7329 "float world_depth_sample( vec3 pos )\n"
7331 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
7332 " return texture( g_world_depth, depth_coord ).r;\n"
7335 "float world_water_depth( vec3 pos )\n"
7337 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
7338 " return world_depth_sample( pos ) - ref_depth;\n"
7341 "float shadow_sample( vec3 co ){\n"
7342 " float height_sample = world_depth_sample( co );\n"
7344 " float fdelta = height_sample - co.y;\n"
7345 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
7348 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
7349 " if( g_shadow_samples == 0 ){\n"
7353 " float fspread = g_shadow_spread;\n"
7354 " float flength = g_shadow_length;\n"
7356 " float famt = 0.0;\n"
7357 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
7358 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
7359 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
7360 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
7362 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
7363 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
7364 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
7365 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
7367 " return 1.0 - famt;\n"
7370 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
7372 " vec3 specdir = reflect( -dir, wnormal );\n"
7373 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
7376 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
7377 " float dist = pow(fdist*0.0010,0.78);\n"
7378 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
7381 "vec3 scene_calculate_light( int light_index, \n"
7382 " vec3 halfview, vec3 co, vec3 normal )\n"
7384 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
7385 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
7386 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
7388 " vec3 light_delta = light_co.xyz-co;\n"
7389 " float dist2 = dot(light_delta,light_delta);\n"
7391 " light_delta = normalize( light_delta );\n"
7393 " float quadratic = dist2*100.0;\n"
7394 " float attenuation = 1.0/( 1.0 + quadratic );\n"
7395 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
7397 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
7399 " if( light_dir.w < 0.999999 ){\n"
7400 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
7401 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
7404 " return light_colour.rgb * attenuation * falloff \n"
7405 " * step( g_day_phase, light_colour.w );\n"
7408 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
7409 " vec3 halfview, vec3 co, vec3 normal )\n"
7411 " uint light_count = packed_index & 0x3u;\n"
7413 " vec3 l = vec3(0.0);\n"
7415 " if( light_count >= 1u ){\n"
7416 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
7417 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
7418 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
7420 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
7422 " if( light_count >= 2u ){\n"
7423 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
7425 " if( light_count >= 3u ){\n"
7426 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
7434 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
7435 " float light_mask )\n"
7437 " if( g_light_preview == 1 )\n"
7438 " diffuse = vec3(0.75);\n"
7441 " vec3 halfview = uCamera - co;\n"
7442 " float fdist = length(halfview);\n"
7443 " halfview /= fdist;\n"
7445 " float world_shadow = newlight_compute_sun_shadow( \n"
7446 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
7448 " vec3 total_light = clearskies_lighting( \n"
7449 " normal, min( light_mask, world_shadow ), halfview );\n"
7451 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
7452 " cube_coord = floor( cube_coord );\n"
7454 " if( g_debug_indices == 1 )\n"
7456 " return rand33(cube_coord);\n"
7459 " if( g_debug_complexity == 1 )\n"
7461 " ivec3 coord = ivec3( cube_coord );\n"
7462 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
7464 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
7465 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
7468 " // FIXME: this coord should absolutely must be clamped!\n"
7470 " ivec3 coord = ivec3( cube_coord );\n"
7471 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
7473 " total_light += \n"
7474 " scene_calculate_packed_light_patch( index_sample.x,\n"
7475 " halfview, co, normal ) \n"
7477 " total_light += \n"
7478 " scene_calculate_packed_light_patch( index_sample.y,\n"
7479 " halfview, co, normal )\n"
7482 " // Take a section of the sky function to give us a matching fog colour\n"
7484 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
7485 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
7486 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
7487 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
7489 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
7490 " sun_colour *= sun_shape;\n"
7492 " fog_colour += sun_colour;\n"
7493 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
7498 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
7500 " vec3 pa = p - a;\n"
7501 " vec3 ba = b - a;\n"
7503 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
7504 " return length( pa - ba*h );\n"
7507 "float compute_board_shadow()\n"
7509 " // player shadow\n"
7510 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
7511 " g_board_1.xyz )-0.1 );\n"
7512 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
7513 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
7515 " return 1.0 - player_shadow*0.8;\n"
7518 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
7520 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
7525 "const float k_motion_lerp_amount = 0.01;\n"
7529 "layout (location = 1) out vec2 oMotionVec;\n"
7531 "in vec3 aMotionVec0;\n"
7532 "in vec3 aMotionVec1;\n"
7534 "void compute_motion_vectors()\n"
7536 " // Write motion vectors\n"
7537 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
7538 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
7540 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
7545 "vec3 pal( float t ){\n"
7546 " vec3 a = vec3(0.30,0.3,0.3);\n"
7547 " vec3 b = vec3(0.8);\n"
7548 " vec3 c = vec3(0.28,0.3,0.4);\n"
7549 " vec3 d = vec3(0.00,0.1,0.1);\n"
7550 " return a + b*cos( 6.28318*(c*t+d) );\n"
7554 " compute_motion_vectors();\n"
7555 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
7556 " vec3 qnorm = aNorm.xyz;\n"
7558 " //vec4 vsamplemain = texture( uTexMain, aUv );\n"
7559 " //vfrag = vsamplemain.rgb;\n"
7561 " vec4 spread0 = uTime*0.0002*vec4( 17.3,-19.6, 23.2,-47.7 );\n"
7562 " vec4 spread1 = uTime*0.0002*vec4( -13.3, 12.6,-28.2, 14.7 );\n"
7564 " vec2 p = aCo.xy + vec2(0.3);\n"
7565 " float a = atan( p.y/p.x );\n"
7566 " vec4 v0 = step( vec4(0.5), fract(vec4(a) + spread0) );\n"
7567 " vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );\n"
7569 " float d = ( v0.x+v0.y+v0.z+v0.w +\n"
7570 " v1.x+v1.y+v1.z+v1.w ) * 0.125;\n"
7572 " float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);\n"
7573 " float x = d*0.8+length(p)*0.3;\n"
7574 " x = (floor(x*8.0) + step(dither, fract(x * 8.0))) / 8.0;\n"
7576 " if( x + (uOpacity*2.0-1.0) < 0.5 ) \n"
7579 " vfrag = mix( vec3(x), pal( x ), uColourize );\n"
7581 " if( g_light_preview == 1 ){\n"
7582 " vfrag = vec3(0.5);\n"
7585 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
7586 " oColour = vec4( vfrag, 1.0 );\n"
7591 GLuint _uniform_scene_font_uMdl
;
7592 GLuint _uniform_scene_font_uPv
;
7593 GLuint _uniform_scene_font_uPvmPrev
;
7594 GLuint _uniform_scene_font_uOffset
;
7595 GLuint _uniform_scene_font_uTexGarbage
;
7596 GLuint _uniform_scene_font_uTexMain
;
7597 GLuint _uniform_scene_font_uCamera
;
7598 GLuint _uniform_scene_font_uTime
;
7599 GLuint _uniform_scene_font_uOpacity
;
7600 GLuint _uniform_scene_font_uColourize
;
7601 GLuint _uniform_scene_font_g_world_depth
;
7602 GLuint _uniform_scene_font_uLightsArray
;
7603 GLuint _uniform_scene_font_uLightsIndex
;
7604 #include "shaders/model_sky.h"
7605 struct vg_shader _shader_model_sky
= {
7606 .name
= "model_sky",
7609 .orig_file
= "shaders/model.vs",
7611 "layout (location=0) in vec3 a_co;\n"
7612 "layout (location=1) in vec3 a_norm;\n"
7613 "layout (location=2) in vec2 a_uv;\n"
7614 "layout (location=3) in vec4 a_colour;\n"
7615 "layout (location=4) in vec4 a_weights;\n"
7616 "layout (location=5) in ivec4 a_groups;\n"
7619 "const float k_motion_lerp_amount = 0.01;\n"
7623 "out vec3 aMotionVec0;\n"
7624 "out vec3 aMotionVec1;\n"
7626 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
7628 " // This magically solves some artifacting errors!\n"
7630 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
7632 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
7633 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
7638 "uniform mat4x3 uMdl;\n"
7639 "uniform mat4 uPv;\n"
7640 "uniform mat4 uPvmPrev;\n"
7642 "out vec4 aColour;\n"
7646 "out vec3 aWorldCo;\n"
7650 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
7651 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
7652 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
7654 " vs_motion_out( vproj0, vproj1 );\n"
7656 " gl_Position = vproj0;\n"
7657 " aWorldCo = world_pos0;\n"
7658 " aColour = a_colour;\n"
7660 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
7666 .orig_file
= "shaders/model_sky.fs",
7668 "uniform sampler2D uTexGarbage;\n"
7670 "in vec4 aColour;\n"
7674 "in vec3 aWorldCo;\n"
7677 "const vec3 uCamera = vec3(0.0);\n"
7681 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
7685 "layout (location = 0) out vec4 oColour;\n"
7687 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
7688 "layout (std140) uniform ub_world_lighting\n"
7690 " vec4 g_cube_min;\n"
7691 " vec4 g_cube_inv_range;\n"
7693 " vec4 g_water_plane;\n"
7694 " vec4 g_depth_bounds;\n"
7696 " vec4 g_daysky_colour;\n"
7697 " vec4 g_nightsky_colour;\n"
7698 " vec4 g_sunset_colour;\n"
7699 " vec4 g_ambient_colour;\n"
7700 " vec4 g_sunset_ambient;\n"
7701 " vec4 g_sun_colour;\n"
7702 " vec4 g_sun_dir;\n"
7703 " vec4 g_board_0;\n"
7704 " vec4 g_board_1;\n"
7706 " float g_water_fog;\n"
7708 " float g_realtime;\n"
7709 " float g_shadow_length;\n"
7710 " float g_shadow_spread;\n"
7712 " float g_time_of_day;\n"
7713 " float g_day_phase;\n"
7714 " float g_sunset_phase;\n"
7716 " int g_light_preview;\n"
7717 " int g_shadow_samples;\n"
7719 " int g_debug_indices;\n"
7720 " int g_debug_complexity;\n"
7723 "uniform sampler2D g_world_depth;\n"
7724 "uniform samplerBuffer uLightsArray;\n"
7725 "uniform usampler3D uLightsIndex;\n"
7728 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
7729 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
7730 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
7731 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
7732 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
7733 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
7735 "const float SUN_ANGLE = 0.0001;\n"
7736 "const float PI = 3.14159265358979323846264;\n"
7738 "//struct world_info\n"
7743 "// sunset_phase;\n"
7745 "// vec3 sun_dir;\n"
7748 "vec3 rand33(vec3 p3)\n"
7750 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
7751 " p3 += dot(p3, p3.yxz+33.33);\n"
7752 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
7755 "float stars( vec3 rd, float rr, float size ){\n"
7756 " vec3 co = rd * rr;\n"
7758 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
7760 " float spaces = 1.0 / rr;\n"
7761 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
7762 " a -= mod(a, spaces) - spaces * 0.5;\n"
7764 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
7766 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
7767 " plane = plane - mod(plane, PI / count);\n"
7769 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
7771 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
7772 " float ydist = sqrt(rr * rr - level * level);\n"
7773 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
7774 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
7775 " float star = smoothstep(size, 0.0, distance(center, co));\n"
7779 "float luminance( vec3 v )\n"
7781 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
7784 "vec3 clearskies_ambient( vec3 dir )\n"
7786 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
7787 " float sky_gradient = dir.y;\n"
7789 " /* Blend phase colours */\n"
7790 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
7791 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
7792 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
7794 " /* Add gradient */\n"
7795 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
7797 " return ambient;\n"
7800 "vec3 clearskies_sky( vec3 ray_dir )\n"
7802 " ray_dir.y = abs( ray_dir.y );\n"
7803 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
7806 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
7807 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
7808 " float sun_shape = pow( sun_size, 2000.0 );\n"
7809 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
7811 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
7812 " sun_colour *= sun_shape;\n"
7815 " float star = 0.0;\n"
7816 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
7818 " if( star_blend > 0.001 ){\n"
7819 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
7820 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
7821 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
7825 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
7826 " return composite;\n"
7829 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
7831 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
7833 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
7834 " g_sunset_phase );\n"
7836 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
7837 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
7838 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
7839 " ) * g_sun_colour.rgb * g_day_phase;\n"
7841 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
7842 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
7843 " g_sunset_phase );\n"
7845 " return ambient + (light_sun + sky_reflection) * shadow;\n"
7850 "float world_depth_sample( vec3 pos )\n"
7852 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
7853 " return texture( g_world_depth, depth_coord ).r;\n"
7856 "float world_water_depth( vec3 pos )\n"
7858 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
7859 " return world_depth_sample( pos ) - ref_depth;\n"
7862 "float shadow_sample( vec3 co ){\n"
7863 " float height_sample = world_depth_sample( co );\n"
7865 " float fdelta = height_sample - co.y;\n"
7866 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
7869 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
7870 " if( g_shadow_samples == 0 ){\n"
7874 " float fspread = g_shadow_spread;\n"
7875 " float flength = g_shadow_length;\n"
7877 " float famt = 0.0;\n"
7878 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
7879 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
7880 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
7881 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
7883 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
7884 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
7885 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
7886 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
7888 " return 1.0 - famt;\n"
7891 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
7893 " vec3 specdir = reflect( -dir, wnormal );\n"
7894 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
7897 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
7898 " float dist = pow(fdist*0.0010,0.78);\n"
7899 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
7902 "vec3 scene_calculate_light( int light_index, \n"
7903 " vec3 halfview, vec3 co, vec3 normal )\n"
7905 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
7906 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
7907 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
7909 " vec3 light_delta = light_co.xyz-co;\n"
7910 " float dist2 = dot(light_delta,light_delta);\n"
7912 " light_delta = normalize( light_delta );\n"
7914 " float quadratic = dist2*100.0;\n"
7915 " float attenuation = 1.0/( 1.0 + quadratic );\n"
7916 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
7918 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
7920 " if( light_dir.w < 0.999999 ){\n"
7921 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
7922 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
7925 " return light_colour.rgb * attenuation * falloff \n"
7926 " * step( g_day_phase, light_colour.w );\n"
7929 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
7930 " vec3 halfview, vec3 co, vec3 normal )\n"
7932 " uint light_count = packed_index & 0x3u;\n"
7934 " vec3 l = vec3(0.0);\n"
7936 " if( light_count >= 1u ){\n"
7937 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
7938 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
7939 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
7941 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
7943 " if( light_count >= 2u ){\n"
7944 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
7946 " if( light_count >= 3u ){\n"
7947 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
7955 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
7956 " float light_mask )\n"
7958 " if( g_light_preview == 1 )\n"
7959 " diffuse = vec3(0.75);\n"
7962 " vec3 halfview = uCamera - co;\n"
7963 " float fdist = length(halfview);\n"
7964 " halfview /= fdist;\n"
7966 " float world_shadow = newlight_compute_sun_shadow( \n"
7967 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
7969 " vec3 total_light = clearskies_lighting( \n"
7970 " normal, min( light_mask, world_shadow ), halfview );\n"
7972 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
7973 " cube_coord = floor( cube_coord );\n"
7975 " if( g_debug_indices == 1 )\n"
7977 " return rand33(cube_coord);\n"
7980 " if( g_debug_complexity == 1 )\n"
7982 " ivec3 coord = ivec3( cube_coord );\n"
7983 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
7985 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
7986 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
7989 " // FIXME: this coord should absolutely must be clamped!\n"
7991 " ivec3 coord = ivec3( cube_coord );\n"
7992 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
7994 " total_light += \n"
7995 " scene_calculate_packed_light_patch( index_sample.x,\n"
7996 " halfview, co, normal ) \n"
7998 " total_light += \n"
7999 " scene_calculate_packed_light_patch( index_sample.y,\n"
8000 " halfview, co, normal )\n"
8003 " // Take a section of the sky function to give us a matching fog colour\n"
8005 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
8006 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
8007 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
8008 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
8010 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
8011 " sun_colour *= sun_shape;\n"
8013 " fog_colour += sun_colour;\n"
8014 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
8019 "const float k_motion_lerp_amount = 0.01;\n"
8023 "layout (location = 1) out vec2 oMotionVec;\n"
8025 "in vec3 aMotionVec0;\n"
8026 "in vec3 aMotionVec1;\n"
8028 "void compute_motion_vectors()\n"
8030 " // Write motion vectors\n"
8031 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
8032 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
8034 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
8041 " compute_motion_vectors();\n"
8043 " vec3 rd = normalize(aNorm);\n"
8045 " float fmove = g_time * 5.0;\n"
8046 " vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;\n"
8047 " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
8048 " vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );\n"
8050 " float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
8051 " float cloud_e = pow(cloud_d,1.5)*pow(abs(rd.y),0.3)*2.0;\n"
8053 " oColour = vec4( clearskies_sky( -rd ) ,1.0);\n"
8055 " vec3 cloud_colour = mix( mix(g_nightsky_colour.rgb,vec3(1.0),g_day_phase), \n"
8056 " g_sunset_colour.rgb, g_sunset_phase );\n"
8058 " oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e );\n"
8063 GLuint _uniform_model_sky_uMdl
;
8064 GLuint _uniform_model_sky_uPv
;
8065 GLuint _uniform_model_sky_uPvmPrev
;
8066 GLuint _uniform_model_sky_uTexGarbage
;
8067 GLuint _uniform_model_sky_g_world_depth
;
8068 GLuint _uniform_model_sky_uLightsArray
;
8069 GLuint _uniform_model_sky_uLightsIndex
;
8070 #include "shaders/model_sky_space.h"
8071 struct vg_shader _shader_model_sky_space
= {
8072 .name
= "model_sky_space",
8075 .orig_file
= "shaders/model.vs",
8077 "layout (location=0) in vec3 a_co;\n"
8078 "layout (location=1) in vec3 a_norm;\n"
8079 "layout (location=2) in vec2 a_uv;\n"
8080 "layout (location=3) in vec4 a_colour;\n"
8081 "layout (location=4) in vec4 a_weights;\n"
8082 "layout (location=5) in ivec4 a_groups;\n"
8085 "const float k_motion_lerp_amount = 0.01;\n"
8089 "out vec3 aMotionVec0;\n"
8090 "out vec3 aMotionVec1;\n"
8092 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
8094 " // This magically solves some artifacting errors!\n"
8096 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
8098 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
8099 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
8104 "uniform mat4x3 uMdl;\n"
8105 "uniform mat4 uPv;\n"
8106 "uniform mat4 uPvmPrev;\n"
8108 "out vec4 aColour;\n"
8112 "out vec3 aWorldCo;\n"
8116 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
8117 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
8118 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
8120 " vs_motion_out( vproj0, vproj1 );\n"
8122 " gl_Position = vproj0;\n"
8123 " aWorldCo = world_pos0;\n"
8124 " aColour = a_colour;\n"
8126 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
8132 .orig_file
= "shaders/model_sky_space.fs",
8134 "uniform sampler2D uTexGarbage;\n"
8136 "in vec4 aColour;\n"
8140 "in vec3 aWorldCo;\n"
8143 "const vec3 uCamera = vec3(0.0);\n"
8147 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
8151 "layout (location = 0) out vec4 oColour;\n"
8153 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
8154 "layout (std140) uniform ub_world_lighting\n"
8156 " vec4 g_cube_min;\n"
8157 " vec4 g_cube_inv_range;\n"
8159 " vec4 g_water_plane;\n"
8160 " vec4 g_depth_bounds;\n"
8162 " vec4 g_daysky_colour;\n"
8163 " vec4 g_nightsky_colour;\n"
8164 " vec4 g_sunset_colour;\n"
8165 " vec4 g_ambient_colour;\n"
8166 " vec4 g_sunset_ambient;\n"
8167 " vec4 g_sun_colour;\n"
8168 " vec4 g_sun_dir;\n"
8169 " vec4 g_board_0;\n"
8170 " vec4 g_board_1;\n"
8172 " float g_water_fog;\n"
8174 " float g_realtime;\n"
8175 " float g_shadow_length;\n"
8176 " float g_shadow_spread;\n"
8178 " float g_time_of_day;\n"
8179 " float g_day_phase;\n"
8180 " float g_sunset_phase;\n"
8182 " int g_light_preview;\n"
8183 " int g_shadow_samples;\n"
8185 " int g_debug_indices;\n"
8186 " int g_debug_complexity;\n"
8189 "uniform sampler2D g_world_depth;\n"
8190 "uniform samplerBuffer uLightsArray;\n"
8191 "uniform usampler3D uLightsIndex;\n"
8194 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
8195 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
8196 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
8197 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
8198 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
8199 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
8201 "const float SUN_ANGLE = 0.0001;\n"
8202 "const float PI = 3.14159265358979323846264;\n"
8204 "//struct world_info\n"
8209 "// sunset_phase;\n"
8211 "// vec3 sun_dir;\n"
8214 "vec3 rand33(vec3 p3)\n"
8216 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
8217 " p3 += dot(p3, p3.yxz+33.33);\n"
8218 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
8221 "float stars( vec3 rd, float rr, float size ){\n"
8222 " vec3 co = rd * rr;\n"
8224 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
8226 " float spaces = 1.0 / rr;\n"
8227 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
8228 " a -= mod(a, spaces) - spaces * 0.5;\n"
8230 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
8232 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
8233 " plane = plane - mod(plane, PI / count);\n"
8235 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
8237 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
8238 " float ydist = sqrt(rr * rr - level * level);\n"
8239 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
8240 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
8241 " float star = smoothstep(size, 0.0, distance(center, co));\n"
8245 "float luminance( vec3 v )\n"
8247 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
8250 "vec3 clearskies_ambient( vec3 dir )\n"
8252 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
8253 " float sky_gradient = dir.y;\n"
8255 " /* Blend phase colours */\n"
8256 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
8257 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
8258 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
8260 " /* Add gradient */\n"
8261 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
8263 " return ambient;\n"
8266 "vec3 clearskies_sky( vec3 ray_dir )\n"
8268 " ray_dir.y = abs( ray_dir.y );\n"
8269 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
8272 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
8273 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
8274 " float sun_shape = pow( sun_size, 2000.0 );\n"
8275 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
8277 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
8278 " sun_colour *= sun_shape;\n"
8281 " float star = 0.0;\n"
8282 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
8284 " if( star_blend > 0.001 ){\n"
8285 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
8286 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
8287 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
8291 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
8292 " return composite;\n"
8295 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
8297 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
8299 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
8300 " g_sunset_phase );\n"
8302 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
8303 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
8304 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
8305 " ) * g_sun_colour.rgb * g_day_phase;\n"
8307 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
8308 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
8309 " g_sunset_phase );\n"
8311 " return ambient + (light_sun + sky_reflection) * shadow;\n"
8316 "float world_depth_sample( vec3 pos )\n"
8318 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
8319 " return texture( g_world_depth, depth_coord ).r;\n"
8322 "float world_water_depth( vec3 pos )\n"
8324 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
8325 " return world_depth_sample( pos ) - ref_depth;\n"
8328 "float shadow_sample( vec3 co ){\n"
8329 " float height_sample = world_depth_sample( co );\n"
8331 " float fdelta = height_sample - co.y;\n"
8332 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
8335 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
8336 " if( g_shadow_samples == 0 ){\n"
8340 " float fspread = g_shadow_spread;\n"
8341 " float flength = g_shadow_length;\n"
8343 " float famt = 0.0;\n"
8344 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
8345 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
8346 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
8347 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
8349 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
8350 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
8351 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
8352 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
8354 " return 1.0 - famt;\n"
8357 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
8359 " vec3 specdir = reflect( -dir, wnormal );\n"
8360 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
8363 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
8364 " float dist = pow(fdist*0.0010,0.78);\n"
8365 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
8368 "vec3 scene_calculate_light( int light_index, \n"
8369 " vec3 halfview, vec3 co, vec3 normal )\n"
8371 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
8372 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
8373 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
8375 " vec3 light_delta = light_co.xyz-co;\n"
8376 " float dist2 = dot(light_delta,light_delta);\n"
8378 " light_delta = normalize( light_delta );\n"
8380 " float quadratic = dist2*100.0;\n"
8381 " float attenuation = 1.0/( 1.0 + quadratic );\n"
8382 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
8384 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
8386 " if( light_dir.w < 0.999999 ){\n"
8387 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
8388 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
8391 " return light_colour.rgb * attenuation * falloff \n"
8392 " * step( g_day_phase, light_colour.w );\n"
8395 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
8396 " vec3 halfview, vec3 co, vec3 normal )\n"
8398 " uint light_count = packed_index & 0x3u;\n"
8400 " vec3 l = vec3(0.0);\n"
8402 " if( light_count >= 1u ){\n"
8403 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
8404 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
8405 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
8407 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
8409 " if( light_count >= 2u ){\n"
8410 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
8412 " if( light_count >= 3u ){\n"
8413 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
8421 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
8422 " float light_mask )\n"
8424 " if( g_light_preview == 1 )\n"
8425 " diffuse = vec3(0.75);\n"
8428 " vec3 halfview = uCamera - co;\n"
8429 " float fdist = length(halfview);\n"
8430 " halfview /= fdist;\n"
8432 " float world_shadow = newlight_compute_sun_shadow( \n"
8433 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
8435 " vec3 total_light = clearskies_lighting( \n"
8436 " normal, min( light_mask, world_shadow ), halfview );\n"
8438 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
8439 " cube_coord = floor( cube_coord );\n"
8441 " if( g_debug_indices == 1 )\n"
8443 " return rand33(cube_coord);\n"
8446 " if( g_debug_complexity == 1 )\n"
8448 " ivec3 coord = ivec3( cube_coord );\n"
8449 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
8451 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
8452 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
8455 " // FIXME: this coord should absolutely must be clamped!\n"
8457 " ivec3 coord = ivec3( cube_coord );\n"
8458 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
8460 " total_light += \n"
8461 " scene_calculate_packed_light_patch( index_sample.x,\n"
8462 " halfview, co, normal ) \n"
8464 " total_light += \n"
8465 " scene_calculate_packed_light_patch( index_sample.y,\n"
8466 " halfview, co, normal )\n"
8469 " // Take a section of the sky function to give us a matching fog colour\n"
8471 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
8472 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
8473 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
8474 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
8476 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
8477 " sun_colour *= sun_shape;\n"
8479 " fog_colour += sun_colour;\n"
8480 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
8485 "const float k_motion_lerp_amount = 0.01;\n"
8489 "layout (location = 1) out vec2 oMotionVec;\n"
8491 "in vec3 aMotionVec0;\n"
8492 "in vec3 aMotionVec1;\n"
8494 "void compute_motion_vectors()\n"
8496 " // Write motion vectors\n"
8497 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
8498 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
8500 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
8505 "float stars1( vec3 rd, float rr, float size ){\n"
8506 " vec3 co = rd * rr;\n"
8508 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
8510 " float spaces = 1.0 / rr;\n"
8511 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
8512 " a -= mod(a, spaces) - spaces * 0.5;\n"
8514 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
8516 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
8517 " plane = plane - mod(plane, PI / count);\n"
8519 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
8521 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
8522 " float ydist = sqrt(rr * rr - level * level);\n"
8523 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
8524 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
8525 " float star = smoothstep(size, 0.0, distance(center, co));\n"
8530 " compute_motion_vectors();\n"
8532 " vec3 rd = -normalize(aNorm);\n"
8534 " float star = 0.0;\n"
8535 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
8536 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
8537 " star += stars( rd, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
8540 " oColour = vec4( vec3(star*20.0), 1.0);\n"
8545 GLuint _uniform_model_sky_space_uMdl
;
8546 GLuint _uniform_model_sky_space_uPv
;
8547 GLuint _uniform_model_sky_space_uPvmPrev
;
8548 GLuint _uniform_model_sky_space_uTexGarbage
;
8549 GLuint _uniform_model_sky_space_g_world_depth
;
8550 GLuint _uniform_model_sky_space_uLightsArray
;
8551 GLuint _uniform_model_sky_space_uLightsIndex
;
8552 #include "shaders/model_menu.h"
8553 struct vg_shader _shader_model_menu
= {
8554 .name
= "model_menu",
8557 .orig_file
= "shaders/model.vs",
8559 "layout (location=0) in vec3 a_co;\n"
8560 "layout (location=1) in vec3 a_norm;\n"
8561 "layout (location=2) in vec2 a_uv;\n"
8562 "layout (location=3) in vec4 a_colour;\n"
8563 "layout (location=4) in vec4 a_weights;\n"
8564 "layout (location=5) in ivec4 a_groups;\n"
8567 "const float k_motion_lerp_amount = 0.01;\n"
8571 "out vec3 aMotionVec0;\n"
8572 "out vec3 aMotionVec1;\n"
8574 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
8576 " // This magically solves some artifacting errors!\n"
8578 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
8580 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
8581 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
8586 "uniform mat4x3 uMdl;\n"
8587 "uniform mat4 uPv;\n"
8588 "uniform mat4 uPvmPrev;\n"
8590 "out vec4 aColour;\n"
8594 "out vec3 aWorldCo;\n"
8598 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
8599 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
8600 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
8602 " vs_motion_out( vproj0, vproj1 );\n"
8604 " gl_Position = vproj0;\n"
8605 " aWorldCo = world_pos0;\n"
8606 " aColour = a_colour;\n"
8608 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
8614 .orig_file
= "shaders/model_menu.fs",
8616 "out vec4 FragColor;\n"
8618 "uniform sampler2D uTexMain;\n"
8619 "uniform vec4 uColour;\n"
8621 "in vec4 aColour;\n"
8628 " vec4 diffuse = texture( uTexMain, aUv );\n"
8630 " if( diffuse.a < 0.5 )\n"
8633 " FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
8638 GLuint _uniform_model_menu_uMdl
;
8639 GLuint _uniform_model_menu_uPv
;
8640 GLuint _uniform_model_menu_uPvmPrev
;
8641 GLuint _uniform_model_menu_uTexMain
;
8642 GLuint _uniform_model_menu_uColour
;
8643 #include "shaders/model_character_view.h"
8644 struct vg_shader _shader_model_character_view
= {
8645 .name
= "model_character_view",
8648 .orig_file
= "shaders/model_skinned.vs",
8650 "layout (location=0) in vec3 a_co;\n"
8651 "layout (location=1) in vec3 a_norm;\n"
8652 "layout (location=2) in vec2 a_uv;\n"
8653 "layout (location=3) in vec4 a_colour;\n"
8654 "layout (location=4) in vec4 a_weights;\n"
8655 "layout (location=5) in ivec4 a_groups;\n"
8658 "const float k_motion_lerp_amount = 0.01;\n"
8662 "out vec3 aMotionVec0;\n"
8663 "out vec3 aMotionVec1;\n"
8665 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
8667 " // This magically solves some artifacting errors!\n"
8669 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
8671 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
8672 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
8677 "uniform mat4 uPv;\n"
8678 "uniform mat4x3 uTransforms[32];\n"
8680 "out vec4 aColour;\n"
8684 "out vec3 aWorldCo;\n"
8688 " vec4 co_local = vec4( a_co, 1.0 );\n"
8689 " vec3 co0 = uTransforms[ a_groups[0] ] * co_local;\n"
8690 " vec3 co1 = uTransforms[ a_groups[1] ] * co_local;\n"
8691 " vec3 co2 = uTransforms[ a_groups[2] ] * co_local;\n"
8692 " vec3 n0 = mat3(uTransforms[ a_groups[0] ]) * a_norm;\n"
8693 " vec3 n1 = mat3(uTransforms[ a_groups[1] ]) * a_norm;\n"
8694 " vec3 n2 = mat3(uTransforms[ a_groups[2] ]) * a_norm;\n"
8696 " vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n"
8697 " vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];\n"
8699 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
8700 " aColour = a_colour;\n"
8702 " aNorm = world_normal;\n"
8704 " aWorldCo = world_pos;\n"
8706 " // TODO: motion vectors\n"
8707 " aMotionVec0 = vec3(1.0);\n"
8708 " aMotionVec1 = vec3(1.0);\n"
8713 .orig_file
= "shaders/model_character_view.fs",
8715 "uniform sampler2D uTexMain;\n"
8716 "uniform vec3 uCamera;\n"
8718 "in vec4 aColour;\n"
8722 "in vec3 aWorldCo;\n"
8726 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
8730 "layout (location = 0) out vec4 oColour;\n"
8732 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
8733 "layout (std140) uniform ub_world_lighting\n"
8735 " vec4 g_cube_min;\n"
8736 " vec4 g_cube_inv_range;\n"
8738 " vec4 g_water_plane;\n"
8739 " vec4 g_depth_bounds;\n"
8741 " vec4 g_daysky_colour;\n"
8742 " vec4 g_nightsky_colour;\n"
8743 " vec4 g_sunset_colour;\n"
8744 " vec4 g_ambient_colour;\n"
8745 " vec4 g_sunset_ambient;\n"
8746 " vec4 g_sun_colour;\n"
8747 " vec4 g_sun_dir;\n"
8748 " vec4 g_board_0;\n"
8749 " vec4 g_board_1;\n"
8751 " float g_water_fog;\n"
8753 " float g_realtime;\n"
8754 " float g_shadow_length;\n"
8755 " float g_shadow_spread;\n"
8757 " float g_time_of_day;\n"
8758 " float g_day_phase;\n"
8759 " float g_sunset_phase;\n"
8761 " int g_light_preview;\n"
8762 " int g_shadow_samples;\n"
8764 " int g_debug_indices;\n"
8765 " int g_debug_complexity;\n"
8768 "uniform sampler2D g_world_depth;\n"
8769 "uniform samplerBuffer uLightsArray;\n"
8770 "uniform usampler3D uLightsIndex;\n"
8773 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
8774 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
8775 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
8776 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
8777 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
8778 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
8780 "const float SUN_ANGLE = 0.0001;\n"
8781 "const float PI = 3.14159265358979323846264;\n"
8783 "//struct world_info\n"
8788 "// sunset_phase;\n"
8790 "// vec3 sun_dir;\n"
8793 "vec3 rand33(vec3 p3)\n"
8795 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
8796 " p3 += dot(p3, p3.yxz+33.33);\n"
8797 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
8800 "float stars( vec3 rd, float rr, float size ){\n"
8801 " vec3 co = rd * rr;\n"
8803 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
8805 " float spaces = 1.0 / rr;\n"
8806 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
8807 " a -= mod(a, spaces) - spaces * 0.5;\n"
8809 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
8811 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
8812 " plane = plane - mod(plane, PI / count);\n"
8814 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
8816 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
8817 " float ydist = sqrt(rr * rr - level * level);\n"
8818 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
8819 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
8820 " float star = smoothstep(size, 0.0, distance(center, co));\n"
8824 "float luminance( vec3 v )\n"
8826 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
8829 "vec3 clearskies_ambient( vec3 dir )\n"
8831 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
8832 " float sky_gradient = dir.y;\n"
8834 " /* Blend phase colours */\n"
8835 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
8836 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
8837 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
8839 " /* Add gradient */\n"
8840 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
8842 " return ambient;\n"
8845 "vec3 clearskies_sky( vec3 ray_dir )\n"
8847 " ray_dir.y = abs( ray_dir.y );\n"
8848 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
8851 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
8852 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
8853 " float sun_shape = pow( sun_size, 2000.0 );\n"
8854 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
8856 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
8857 " sun_colour *= sun_shape;\n"
8860 " float star = 0.0;\n"
8861 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
8863 " if( star_blend > 0.001 ){\n"
8864 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
8865 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
8866 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
8870 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
8871 " return composite;\n"
8874 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
8876 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
8878 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
8879 " g_sunset_phase );\n"
8881 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
8882 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
8883 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
8884 " ) * g_sun_colour.rgb * g_day_phase;\n"
8886 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
8887 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
8888 " g_sunset_phase );\n"
8890 " return ambient + (light_sun + sky_reflection) * shadow;\n"
8895 "float world_depth_sample( vec3 pos )\n"
8897 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
8898 " return texture( g_world_depth, depth_coord ).r;\n"
8901 "float world_water_depth( vec3 pos )\n"
8903 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
8904 " return world_depth_sample( pos ) - ref_depth;\n"
8907 "float shadow_sample( vec3 co ){\n"
8908 " float height_sample = world_depth_sample( co );\n"
8910 " float fdelta = height_sample - co.y;\n"
8911 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
8914 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
8915 " if( g_shadow_samples == 0 ){\n"
8919 " float fspread = g_shadow_spread;\n"
8920 " float flength = g_shadow_length;\n"
8922 " float famt = 0.0;\n"
8923 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
8924 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
8925 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
8926 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
8928 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
8929 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
8930 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
8931 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
8933 " return 1.0 - famt;\n"
8936 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
8938 " vec3 specdir = reflect( -dir, wnormal );\n"
8939 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
8942 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
8943 " float dist = pow(fdist*0.0010,0.78);\n"
8944 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
8947 "vec3 scene_calculate_light( int light_index, \n"
8948 " vec3 halfview, vec3 co, vec3 normal )\n"
8950 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
8951 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
8952 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
8954 " vec3 light_delta = light_co.xyz-co;\n"
8955 " float dist2 = dot(light_delta,light_delta);\n"
8957 " light_delta = normalize( light_delta );\n"
8959 " float quadratic = dist2*100.0;\n"
8960 " float attenuation = 1.0/( 1.0 + quadratic );\n"
8961 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
8963 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
8965 " if( light_dir.w < 0.999999 ){\n"
8966 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
8967 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
8970 " return light_colour.rgb * attenuation * falloff \n"
8971 " * step( g_day_phase, light_colour.w );\n"
8974 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
8975 " vec3 halfview, vec3 co, vec3 normal )\n"
8977 " uint light_count = packed_index & 0x3u;\n"
8979 " vec3 l = vec3(0.0);\n"
8981 " if( light_count >= 1u ){\n"
8982 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
8983 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
8984 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
8986 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
8988 " if( light_count >= 2u ){\n"
8989 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
8991 " if( light_count >= 3u ){\n"
8992 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
9000 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
9001 " float light_mask )\n"
9003 " if( g_light_preview == 1 )\n"
9004 " diffuse = vec3(0.75);\n"
9007 " vec3 halfview = uCamera - co;\n"
9008 " float fdist = length(halfview);\n"
9009 " halfview /= fdist;\n"
9011 " float world_shadow = newlight_compute_sun_shadow( \n"
9012 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
9014 " vec3 total_light = clearskies_lighting( \n"
9015 " normal, min( light_mask, world_shadow ), halfview );\n"
9017 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
9018 " cube_coord = floor( cube_coord );\n"
9020 " if( g_debug_indices == 1 )\n"
9022 " return rand33(cube_coord);\n"
9025 " if( g_debug_complexity == 1 )\n"
9027 " ivec3 coord = ivec3( cube_coord );\n"
9028 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9030 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
9031 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
9034 " // FIXME: this coord should absolutely must be clamped!\n"
9036 " ivec3 coord = ivec3( cube_coord );\n"
9037 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9039 " total_light += \n"
9040 " scene_calculate_packed_light_patch( index_sample.x,\n"
9041 " halfview, co, normal ) \n"
9043 " total_light += \n"
9044 " scene_calculate_packed_light_patch( index_sample.y,\n"
9045 " halfview, co, normal )\n"
9048 " // Take a section of the sky function to give us a matching fog colour\n"
9050 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
9051 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
9052 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
9053 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
9055 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
9056 " sun_colour *= sun_shape;\n"
9058 " fog_colour += sun_colour;\n"
9059 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
9064 "const float k_motion_lerp_amount = 0.01;\n"
9068 "layout (location = 1) out vec2 oMotionVec;\n"
9070 "in vec3 aMotionVec0;\n"
9071 "in vec3 aMotionVec1;\n"
9073 "void compute_motion_vectors()\n"
9075 " // Write motion vectors\n"
9076 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
9077 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
9079 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
9084 "uniform sampler2D uTexSceneDepth;\n"
9085 "uniform vec3 uInverseRatioDepth;\n"
9086 "uniform vec3 uInverseRatioMain;\n"
9087 "uniform int uDepthMode;\n"
9088 "uniform float uDitherCutoff;\n"
9090 "float linear_depth( float depth, float near, float far ) {\n"
9091 " float z = depth * 2.0 - 1.0;\n"
9092 " return (2.0 * near * far) / (far + near - z * (far - near)); \n"
9095 "void depth_compare_dither()\n"
9097 " if( uDepthMode == 1 )\n"
9099 " vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
9100 " * uInverseRatioDepth.xy;\n"
9101 " float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
9102 " float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
9104 " back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
9105 " float diff = back_depth - front_depth;\n"
9107 " vec2 ssuv = gl_FragCoord.xy;\n"
9108 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
9109 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
9111 " if( step(0.0,diff)+dither<0.3 )\n"
9115 " if( uDepthMode == 2 )\n"
9117 " vec2 ssuv = gl_FragCoord.xy;\n"
9118 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
9119 " float dither = fract( vDither.g / 71.0 );\n"
9120 " if( dither<uDitherCutoff ) discard;\n"
9126 "vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
9128 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
9130 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
9131 " g_sunset_phase );\n"
9134 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
9135 " vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n"
9136 " * g_sun_colour.rgb * g_day_phase;\n"
9138 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
9139 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
9140 " g_sunset_phase );\n"
9142 " return ambient + (light_sun + sky_reflection) * shadow;\n"
9145 "vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
9146 " float light_mask )\n"
9148 " if( g_light_preview == 1 )\n"
9149 " diffuse = vec3(0.75);\n"
9152 " vec3 halfview = uCamera - co;\n"
9153 " float fdist = length(halfview);\n"
9154 " halfview /= fdist;\n"
9156 " float world_shadow = newlight_compute_sun_shadow( \n"
9157 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
9159 " vec3 total_light = character_clearskies_lighting( \n"
9160 " normal, min( light_mask, world_shadow ), halfview );\n"
9162 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
9163 " cube_coord = floor( cube_coord );\n"
9165 " if( g_debug_indices == 1 )\n"
9167 " return rand33(cube_coord);\n"
9170 " if( g_debug_complexity == 1 )\n"
9172 " ivec3 coord = ivec3( cube_coord );\n"
9173 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9175 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
9176 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
9179 " // FIXME: this coord should absolutely must be clamped!\n"
9181 " ivec3 coord = ivec3( cube_coord );\n"
9182 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9184 " total_light += \n"
9185 " scene_calculate_packed_light_patch( index_sample.x,\n"
9186 " halfview, co, normal ) \n"
9188 " total_light += \n"
9189 " scene_calculate_packed_light_patch( index_sample.y,\n"
9190 " halfview, co, normal )\n"
9193 " // Take a section of the sky function to give us a matching fog colour\n"
9195 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
9196 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
9197 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
9198 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
9200 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
9201 " sun_colour *= sun_shape;\n"
9203 " fog_colour += sun_colour;\n"
9204 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
9208 " depth_compare_dither();\n"
9209 " compute_motion_vectors();\n"
9211 " vec3 qnorm = aNorm;\n"
9212 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
9213 " vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
9215 " float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
9216 " float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
9218 " oColour = vec4( composite, opacity );\n"
9223 GLuint _uniform_model_character_view_uPv
;
9224 GLuint _uniform_model_character_view_uTransforms
;
9225 GLuint _uniform_model_character_view_uTexMain
;
9226 GLuint _uniform_model_character_view_uCamera
;
9227 GLuint _uniform_model_character_view_g_world_depth
;
9228 GLuint _uniform_model_character_view_uLightsArray
;
9229 GLuint _uniform_model_character_view_uLightsIndex
;
9230 GLuint _uniform_model_character_view_uTexSceneDepth
;
9231 GLuint _uniform_model_character_view_uInverseRatioDepth
;
9232 GLuint _uniform_model_character_view_uInverseRatioMain
;
9233 GLuint _uniform_model_character_view_uDepthMode
;
9234 GLuint _uniform_model_character_view_uDitherCutoff
;
9235 #include "shaders/model_board_view.h"
9236 struct vg_shader _shader_model_board_view
= {
9237 .name
= "model_board_view",
9240 .orig_file
= "shaders/model.vs",
9242 "layout (location=0) in vec3 a_co;\n"
9243 "layout (location=1) in vec3 a_norm;\n"
9244 "layout (location=2) in vec2 a_uv;\n"
9245 "layout (location=3) in vec4 a_colour;\n"
9246 "layout (location=4) in vec4 a_weights;\n"
9247 "layout (location=5) in ivec4 a_groups;\n"
9250 "const float k_motion_lerp_amount = 0.01;\n"
9254 "out vec3 aMotionVec0;\n"
9255 "out vec3 aMotionVec1;\n"
9257 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
9259 " // This magically solves some artifacting errors!\n"
9261 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
9263 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
9264 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
9269 "uniform mat4x3 uMdl;\n"
9270 "uniform mat4 uPv;\n"
9271 "uniform mat4 uPvmPrev;\n"
9273 "out vec4 aColour;\n"
9277 "out vec3 aWorldCo;\n"
9281 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
9282 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
9283 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
9285 " vs_motion_out( vproj0, vproj1 );\n"
9287 " gl_Position = vproj0;\n"
9288 " aWorldCo = world_pos0;\n"
9289 " aColour = a_colour;\n"
9291 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
9297 .orig_file
= "shaders/model_character_view.fs",
9299 "uniform sampler2D uTexMain;\n"
9300 "uniform vec3 uCamera;\n"
9302 "in vec4 aColour;\n"
9306 "in vec3 aWorldCo;\n"
9310 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
9314 "layout (location = 0) out vec4 oColour;\n"
9316 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
9317 "layout (std140) uniform ub_world_lighting\n"
9319 " vec4 g_cube_min;\n"
9320 " vec4 g_cube_inv_range;\n"
9322 " vec4 g_water_plane;\n"
9323 " vec4 g_depth_bounds;\n"
9325 " vec4 g_daysky_colour;\n"
9326 " vec4 g_nightsky_colour;\n"
9327 " vec4 g_sunset_colour;\n"
9328 " vec4 g_ambient_colour;\n"
9329 " vec4 g_sunset_ambient;\n"
9330 " vec4 g_sun_colour;\n"
9331 " vec4 g_sun_dir;\n"
9332 " vec4 g_board_0;\n"
9333 " vec4 g_board_1;\n"
9335 " float g_water_fog;\n"
9337 " float g_realtime;\n"
9338 " float g_shadow_length;\n"
9339 " float g_shadow_spread;\n"
9341 " float g_time_of_day;\n"
9342 " float g_day_phase;\n"
9343 " float g_sunset_phase;\n"
9345 " int g_light_preview;\n"
9346 " int g_shadow_samples;\n"
9348 " int g_debug_indices;\n"
9349 " int g_debug_complexity;\n"
9352 "uniform sampler2D g_world_depth;\n"
9353 "uniform samplerBuffer uLightsArray;\n"
9354 "uniform usampler3D uLightsIndex;\n"
9357 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
9358 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
9359 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
9360 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
9361 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
9362 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
9364 "const float SUN_ANGLE = 0.0001;\n"
9365 "const float PI = 3.14159265358979323846264;\n"
9367 "//struct world_info\n"
9372 "// sunset_phase;\n"
9374 "// vec3 sun_dir;\n"
9377 "vec3 rand33(vec3 p3)\n"
9379 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
9380 " p3 += dot(p3, p3.yxz+33.33);\n"
9381 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
9384 "float stars( vec3 rd, float rr, float size ){\n"
9385 " vec3 co = rd * rr;\n"
9387 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
9389 " float spaces = 1.0 / rr;\n"
9390 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
9391 " a -= mod(a, spaces) - spaces * 0.5;\n"
9393 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
9395 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
9396 " plane = plane - mod(plane, PI / count);\n"
9398 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
9400 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
9401 " float ydist = sqrt(rr * rr - level * level);\n"
9402 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
9403 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
9404 " float star = smoothstep(size, 0.0, distance(center, co));\n"
9408 "float luminance( vec3 v )\n"
9410 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
9413 "vec3 clearskies_ambient( vec3 dir )\n"
9415 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
9416 " float sky_gradient = dir.y;\n"
9418 " /* Blend phase colours */\n"
9419 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
9420 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
9421 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
9423 " /* Add gradient */\n"
9424 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
9426 " return ambient;\n"
9429 "vec3 clearskies_sky( vec3 ray_dir )\n"
9431 " ray_dir.y = abs( ray_dir.y );\n"
9432 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
9435 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
9436 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
9437 " float sun_shape = pow( sun_size, 2000.0 );\n"
9438 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
9440 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
9441 " sun_colour *= sun_shape;\n"
9444 " float star = 0.0;\n"
9445 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
9447 " if( star_blend > 0.001 ){\n"
9448 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
9449 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
9450 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
9454 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
9455 " return composite;\n"
9458 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
9460 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
9462 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
9463 " g_sunset_phase );\n"
9465 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
9466 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
9467 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
9468 " ) * g_sun_colour.rgb * g_day_phase;\n"
9470 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
9471 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
9472 " g_sunset_phase );\n"
9474 " return ambient + (light_sun + sky_reflection) * shadow;\n"
9479 "float world_depth_sample( vec3 pos )\n"
9481 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
9482 " return texture( g_world_depth, depth_coord ).r;\n"
9485 "float world_water_depth( vec3 pos )\n"
9487 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
9488 " return world_depth_sample( pos ) - ref_depth;\n"
9491 "float shadow_sample( vec3 co ){\n"
9492 " float height_sample = world_depth_sample( co );\n"
9494 " float fdelta = height_sample - co.y;\n"
9495 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
9498 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
9499 " if( g_shadow_samples == 0 ){\n"
9503 " float fspread = g_shadow_spread;\n"
9504 " float flength = g_shadow_length;\n"
9506 " float famt = 0.0;\n"
9507 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
9508 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
9509 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
9510 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
9512 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
9513 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
9514 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
9515 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
9517 " return 1.0 - famt;\n"
9520 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
9522 " vec3 specdir = reflect( -dir, wnormal );\n"
9523 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
9526 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
9527 " float dist = pow(fdist*0.0010,0.78);\n"
9528 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
9531 "vec3 scene_calculate_light( int light_index, \n"
9532 " vec3 halfview, vec3 co, vec3 normal )\n"
9534 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
9535 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
9536 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
9538 " vec3 light_delta = light_co.xyz-co;\n"
9539 " float dist2 = dot(light_delta,light_delta);\n"
9541 " light_delta = normalize( light_delta );\n"
9543 " float quadratic = dist2*100.0;\n"
9544 " float attenuation = 1.0/( 1.0 + quadratic );\n"
9545 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
9547 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
9549 " if( light_dir.w < 0.999999 ){\n"
9550 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
9551 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
9554 " return light_colour.rgb * attenuation * falloff \n"
9555 " * step( g_day_phase, light_colour.w );\n"
9558 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
9559 " vec3 halfview, vec3 co, vec3 normal )\n"
9561 " uint light_count = packed_index & 0x3u;\n"
9563 " vec3 l = vec3(0.0);\n"
9565 " if( light_count >= 1u ){\n"
9566 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
9567 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
9568 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
9570 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
9572 " if( light_count >= 2u ){\n"
9573 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
9575 " if( light_count >= 3u ){\n"
9576 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
9584 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
9585 " float light_mask )\n"
9587 " if( g_light_preview == 1 )\n"
9588 " diffuse = vec3(0.75);\n"
9591 " vec3 halfview = uCamera - co;\n"
9592 " float fdist = length(halfview);\n"
9593 " halfview /= fdist;\n"
9595 " float world_shadow = newlight_compute_sun_shadow( \n"
9596 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
9598 " vec3 total_light = clearskies_lighting( \n"
9599 " normal, min( light_mask, world_shadow ), halfview );\n"
9601 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
9602 " cube_coord = floor( cube_coord );\n"
9604 " if( g_debug_indices == 1 )\n"
9606 " return rand33(cube_coord);\n"
9609 " if( g_debug_complexity == 1 )\n"
9611 " ivec3 coord = ivec3( cube_coord );\n"
9612 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9614 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
9615 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
9618 " // FIXME: this coord should absolutely must be clamped!\n"
9620 " ivec3 coord = ivec3( cube_coord );\n"
9621 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9623 " total_light += \n"
9624 " scene_calculate_packed_light_patch( index_sample.x,\n"
9625 " halfview, co, normal ) \n"
9627 " total_light += \n"
9628 " scene_calculate_packed_light_patch( index_sample.y,\n"
9629 " halfview, co, normal )\n"
9632 " // Take a section of the sky function to give us a matching fog colour\n"
9634 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
9635 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
9636 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
9637 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
9639 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
9640 " sun_colour *= sun_shape;\n"
9642 " fog_colour += sun_colour;\n"
9643 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
9648 "const float k_motion_lerp_amount = 0.01;\n"
9652 "layout (location = 1) out vec2 oMotionVec;\n"
9654 "in vec3 aMotionVec0;\n"
9655 "in vec3 aMotionVec1;\n"
9657 "void compute_motion_vectors()\n"
9659 " // Write motion vectors\n"
9660 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
9661 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
9663 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
9668 "uniform sampler2D uTexSceneDepth;\n"
9669 "uniform vec3 uInverseRatioDepth;\n"
9670 "uniform vec3 uInverseRatioMain;\n"
9671 "uniform int uDepthMode;\n"
9672 "uniform float uDitherCutoff;\n"
9674 "float linear_depth( float depth, float near, float far ) {\n"
9675 " float z = depth * 2.0 - 1.0;\n"
9676 " return (2.0 * near * far) / (far + near - z * (far - near)); \n"
9679 "void depth_compare_dither()\n"
9681 " if( uDepthMode == 1 )\n"
9683 " vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
9684 " * uInverseRatioDepth.xy;\n"
9685 " float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
9686 " float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
9688 " back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
9689 " float diff = back_depth - front_depth;\n"
9691 " vec2 ssuv = gl_FragCoord.xy;\n"
9692 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
9693 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
9695 " if( step(0.0,diff)+dither<0.3 )\n"
9699 " if( uDepthMode == 2 )\n"
9701 " vec2 ssuv = gl_FragCoord.xy;\n"
9702 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
9703 " float dither = fract( vDither.g / 71.0 );\n"
9704 " if( dither<uDitherCutoff ) discard;\n"
9710 "vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
9712 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
9714 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
9715 " g_sunset_phase );\n"
9718 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
9719 " vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n"
9720 " * g_sun_colour.rgb * g_day_phase;\n"
9722 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
9723 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
9724 " g_sunset_phase );\n"
9726 " return ambient + (light_sun + sky_reflection) * shadow;\n"
9729 "vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
9730 " float light_mask )\n"
9732 " if( g_light_preview == 1 )\n"
9733 " diffuse = vec3(0.75);\n"
9736 " vec3 halfview = uCamera - co;\n"
9737 " float fdist = length(halfview);\n"
9738 " halfview /= fdist;\n"
9740 " float world_shadow = newlight_compute_sun_shadow( \n"
9741 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
9743 " vec3 total_light = character_clearskies_lighting( \n"
9744 " normal, min( light_mask, world_shadow ), halfview );\n"
9746 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
9747 " cube_coord = floor( cube_coord );\n"
9749 " if( g_debug_indices == 1 )\n"
9751 " return rand33(cube_coord);\n"
9754 " if( g_debug_complexity == 1 )\n"
9756 " ivec3 coord = ivec3( cube_coord );\n"
9757 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9759 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
9760 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
9763 " // FIXME: this coord should absolutely must be clamped!\n"
9765 " ivec3 coord = ivec3( cube_coord );\n"
9766 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
9768 " total_light += \n"
9769 " scene_calculate_packed_light_patch( index_sample.x,\n"
9770 " halfview, co, normal ) \n"
9772 " total_light += \n"
9773 " scene_calculate_packed_light_patch( index_sample.y,\n"
9774 " halfview, co, normal )\n"
9777 " // Take a section of the sky function to give us a matching fog colour\n"
9779 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
9780 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
9781 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
9782 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
9784 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
9785 " sun_colour *= sun_shape;\n"
9787 " fog_colour += sun_colour;\n"
9788 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
9792 " depth_compare_dither();\n"
9793 " compute_motion_vectors();\n"
9795 " vec3 qnorm = aNorm;\n"
9796 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
9797 " vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
9799 " float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
9800 " float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
9802 " oColour = vec4( composite, opacity );\n"
9807 GLuint _uniform_model_board_view_uMdl
;
9808 GLuint _uniform_model_board_view_uPv
;
9809 GLuint _uniform_model_board_view_uPvmPrev
;
9810 GLuint _uniform_model_board_view_uTexMain
;
9811 GLuint _uniform_model_board_view_uCamera
;
9812 GLuint _uniform_model_board_view_g_world_depth
;
9813 GLuint _uniform_model_board_view_uLightsArray
;
9814 GLuint _uniform_model_board_view_uLightsIndex
;
9815 GLuint _uniform_model_board_view_uTexSceneDepth
;
9816 GLuint _uniform_model_board_view_uInverseRatioDepth
;
9817 GLuint _uniform_model_board_view_uInverseRatioMain
;
9818 GLuint _uniform_model_board_view_uDepthMode
;
9819 GLuint _uniform_model_board_view_uDitherCutoff
;
9820 #include "shaders/model_entity.h"
9821 struct vg_shader _shader_model_entity
= {
9822 .name
= "model_entity",
9825 .orig_file
= "shaders/model.vs",
9827 "layout (location=0) in vec3 a_co;\n"
9828 "layout (location=1) in vec3 a_norm;\n"
9829 "layout (location=2) in vec2 a_uv;\n"
9830 "layout (location=3) in vec4 a_colour;\n"
9831 "layout (location=4) in vec4 a_weights;\n"
9832 "layout (location=5) in ivec4 a_groups;\n"
9835 "const float k_motion_lerp_amount = 0.01;\n"
9839 "out vec3 aMotionVec0;\n"
9840 "out vec3 aMotionVec1;\n"
9842 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
9844 " // This magically solves some artifacting errors!\n"
9846 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
9848 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
9849 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
9854 "uniform mat4x3 uMdl;\n"
9855 "uniform mat4 uPv;\n"
9856 "uniform mat4 uPvmPrev;\n"
9858 "out vec4 aColour;\n"
9862 "out vec3 aWorldCo;\n"
9866 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
9867 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
9868 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
9870 " vs_motion_out( vproj0, vproj1 );\n"
9872 " gl_Position = vproj0;\n"
9873 " aWorldCo = world_pos0;\n"
9874 " aColour = a_colour;\n"
9876 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
9882 .orig_file
= "shaders/model_entity.fs",
9884 "uniform sampler2D uTexMain;\n"
9885 "uniform vec3 uCamera;\n"
9887 "in vec4 aColour;\n"
9891 "in vec3 aWorldCo;\n"
9895 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
9899 "layout (location = 0) out vec4 oColour;\n"
9901 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
9902 "layout (std140) uniform ub_world_lighting\n"
9904 " vec4 g_cube_min;\n"
9905 " vec4 g_cube_inv_range;\n"
9907 " vec4 g_water_plane;\n"
9908 " vec4 g_depth_bounds;\n"
9910 " vec4 g_daysky_colour;\n"
9911 " vec4 g_nightsky_colour;\n"
9912 " vec4 g_sunset_colour;\n"
9913 " vec4 g_ambient_colour;\n"
9914 " vec4 g_sunset_ambient;\n"
9915 " vec4 g_sun_colour;\n"
9916 " vec4 g_sun_dir;\n"
9917 " vec4 g_board_0;\n"
9918 " vec4 g_board_1;\n"
9920 " float g_water_fog;\n"
9922 " float g_realtime;\n"
9923 " float g_shadow_length;\n"
9924 " float g_shadow_spread;\n"
9926 " float g_time_of_day;\n"
9927 " float g_day_phase;\n"
9928 " float g_sunset_phase;\n"
9930 " int g_light_preview;\n"
9931 " int g_shadow_samples;\n"
9933 " int g_debug_indices;\n"
9934 " int g_debug_complexity;\n"
9937 "uniform sampler2D g_world_depth;\n"
9938 "uniform samplerBuffer uLightsArray;\n"
9939 "uniform usampler3D uLightsIndex;\n"
9942 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
9943 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
9944 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
9945 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
9946 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
9947 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
9949 "const float SUN_ANGLE = 0.0001;\n"
9950 "const float PI = 3.14159265358979323846264;\n"
9952 "//struct world_info\n"
9957 "// sunset_phase;\n"
9959 "// vec3 sun_dir;\n"
9962 "vec3 rand33(vec3 p3)\n"
9964 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
9965 " p3 += dot(p3, p3.yxz+33.33);\n"
9966 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
9969 "float stars( vec3 rd, float rr, float size ){\n"
9970 " vec3 co = rd * rr;\n"
9972 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
9974 " float spaces = 1.0 / rr;\n"
9975 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
9976 " a -= mod(a, spaces) - spaces * 0.5;\n"
9978 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
9980 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
9981 " plane = plane - mod(plane, PI / count);\n"
9983 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
9985 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
9986 " float ydist = sqrt(rr * rr - level * level);\n"
9987 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
9988 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
9989 " float star = smoothstep(size, 0.0, distance(center, co));\n"
9993 "float luminance( vec3 v )\n"
9995 " return dot( v, vec3(0.2126, 0.7052, 0.0722) );\n"
9998 "vec3 clearskies_ambient( vec3 dir )\n"
10000 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
10001 " float sky_gradient = dir.y;\n"
10003 " /* Blend phase colours */\n"
10004 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
10005 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
10006 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
10008 " /* Add gradient */\n"
10009 " ambient -= sky_gradient * luminance(ambient)*1.6;\n"
10011 " return ambient;\n"
10014 "vec3 clearskies_sky( vec3 ray_dir )\n"
10016 " ray_dir.y = abs( ray_dir.y );\n"
10017 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
10020 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
10021 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
10022 " float sun_shape = pow( sun_size, 2000.0 );\n"
10023 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
10025 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
10026 " sun_colour *= sun_shape;\n"
10029 " float star = 0.0;\n"
10030 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
10032 " if( star_blend > 0.001 ){\n"
10033 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
10034 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
10035 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
10039 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
10040 " return composite;\n"
10043 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
10045 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
10047 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
10048 " g_sunset_phase );\n"
10050 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
10051 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
10052 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
10053 " ) * g_sun_colour.rgb * g_day_phase;\n"
10055 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
10056 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
10057 " g_sunset_phase );\n"
10059 " return ambient + (light_sun + sky_reflection) * shadow;\n"
10064 "float world_depth_sample( vec3 pos )\n"
10066 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
10067 " return texture( g_world_depth, depth_coord ).r;\n"
10070 "float world_water_depth( vec3 pos )\n"
10072 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
10073 " return world_depth_sample( pos ) - ref_depth;\n"
10076 "float shadow_sample( vec3 co ){\n"
10077 " float height_sample = world_depth_sample( co );\n"
10079 " float fdelta = height_sample - co.y;\n"
10080 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
10083 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
10084 " if( g_shadow_samples == 0 ){\n"
10088 " float fspread = g_shadow_spread;\n"
10089 " float flength = g_shadow_length;\n"
10091 " float famt = 0.0;\n"
10092 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
10093 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
10094 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
10095 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
10097 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
10098 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
10099 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
10100 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
10102 " return 1.0 - famt;\n"
10105 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
10107 " vec3 specdir = reflect( -dir, wnormal );\n"
10108 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
10111 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
10112 " float dist = pow(fdist*0.0010,0.78);\n"
10113 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
10116 "vec3 scene_calculate_light( int light_index, \n"
10117 " vec3 halfview, vec3 co, vec3 normal )\n"
10119 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
10120 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
10121 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
10123 " vec3 light_delta = light_co.xyz-co;\n"
10124 " float dist2 = dot(light_delta,light_delta);\n"
10126 " light_delta = normalize( light_delta );\n"
10128 " float quadratic = dist2*100.0;\n"
10129 " float attenuation = 1.0/( 1.0 + quadratic );\n"
10130 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
10132 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
10134 " if( light_dir.w < 0.999999 ){\n"
10135 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
10136 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
10139 " return light_colour.rgb * attenuation * falloff \n"
10140 " * step( g_day_phase, light_colour.w );\n"
10143 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
10144 " vec3 halfview, vec3 co, vec3 normal )\n"
10146 " uint light_count = packed_index & 0x3u;\n"
10148 " vec3 l = vec3(0.0);\n"
10150 " if( light_count >= 1u ){\n"
10151 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
10152 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
10153 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
10155 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
10157 " if( light_count >= 2u ){\n"
10158 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
10160 " if( light_count >= 3u ){\n"
10161 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
10169 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
10170 " float light_mask )\n"
10172 " if( g_light_preview == 1 )\n"
10173 " diffuse = vec3(0.75);\n"
10176 " vec3 halfview = uCamera - co;\n"
10177 " float fdist = length(halfview);\n"
10178 " halfview /= fdist;\n"
10180 " float world_shadow = newlight_compute_sun_shadow( \n"
10181 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
10183 " vec3 total_light = clearskies_lighting( \n"
10184 " normal, min( light_mask, world_shadow ), halfview );\n"
10186 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
10187 " cube_coord = floor( cube_coord );\n"
10189 " if( g_debug_indices == 1 )\n"
10191 " return rand33(cube_coord);\n"
10194 " if( g_debug_complexity == 1 )\n"
10196 " ivec3 coord = ivec3( cube_coord );\n"
10197 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
10199 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
10200 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
10203 " // FIXME: this coord should absolutely must be clamped!\n"
10205 " ivec3 coord = ivec3( cube_coord );\n"
10206 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
10208 " total_light += \n"
10209 " scene_calculate_packed_light_patch( index_sample.x,\n"
10210 " halfview, co, normal ) \n"
10212 " total_light += \n"
10213 " scene_calculate_packed_light_patch( index_sample.y,\n"
10214 " halfview, co, normal )\n"
10217 " // Take a section of the sky function to give us a matching fog colour\n"
10219 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
10220 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
10221 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
10222 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
10224 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
10225 " sun_colour *= sun_shape;\n"
10227 " fog_colour += sun_colour;\n"
10228 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
10233 "const float k_motion_lerp_amount = 0.01;\n"
10237 "layout (location = 1) out vec2 oMotionVec;\n"
10239 "in vec3 aMotionVec0;\n"
10240 "in vec3 aMotionVec1;\n"
10242 "void compute_motion_vectors()\n"
10244 " // Write motion vectors\n"
10245 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
10246 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
10248 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
10255 " compute_motion_vectors();\n"
10257 " vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
10258 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
10259 " vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
10261 " oColour = vec4( composite, 1.0 );\n"
10266 GLuint _uniform_model_entity_uMdl
;
10267 GLuint _uniform_model_entity_uPv
;
10268 GLuint _uniform_model_entity_uPvmPrev
;
10269 GLuint _uniform_model_entity_uTexMain
;
10270 GLuint _uniform_model_entity_uCamera
;
10271 GLuint _uniform_model_entity_g_world_depth
;
10272 GLuint _uniform_model_entity_uLightsArray
;
10273 GLuint _uniform_model_entity_uLightsIndex
;
10274 #include "shaders/model_gate.h"
10275 struct vg_shader _shader_model_gate
= {
10276 .name
= "model_gate",
10279 .orig_file
= "shaders/model.vs",
10281 "layout (location=0) in vec3 a_co;\n"
10282 "layout (location=1) in vec3 a_norm;\n"
10283 "layout (location=2) in vec2 a_uv;\n"
10284 "layout (location=3) in vec4 a_colour;\n"
10285 "layout (location=4) in vec4 a_weights;\n"
10286 "layout (location=5) in ivec4 a_groups;\n"
10289 "const float k_motion_lerp_amount = 0.01;\n"
10293 "out vec3 aMotionVec0;\n"
10294 "out vec3 aMotionVec1;\n"
10296 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
10298 " // This magically solves some artifacting errors!\n"
10300 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
10302 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
10303 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
10308 "uniform mat4x3 uMdl;\n"
10309 "uniform mat4 uPv;\n"
10310 "uniform mat4 uPvmPrev;\n"
10312 "out vec4 aColour;\n"
10314 "out vec3 aNorm;\n"
10316 "out vec3 aWorldCo;\n"
10320 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
10321 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
10322 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
10324 " vs_motion_out( vproj0, vproj1 );\n"
10326 " gl_Position = vproj0;\n"
10327 " aWorldCo = world_pos0;\n"
10328 " aColour = a_colour;\n"
10330 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
10336 .orig_file
= "shaders/model_gate_lq.fs",
10338 "out vec4 FragColor;\n"
10340 "uniform float uTime;\n"
10341 "uniform vec3 uCam;\n"
10342 "uniform vec2 uInvRes;\n"
10343 "uniform vec4 uColour;\n"
10351 " vec2 ssuv = gl_FragCoord.xy;\n"
10352 " float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\n"
10354 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
10355 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
10357 " if( opacity+dither<0.5 )\n"
10360 " FragColor = uColour;\n"
10365 GLuint _uniform_model_gate_uMdl
;
10366 GLuint _uniform_model_gate_uPv
;
10367 GLuint _uniform_model_gate_uPvmPrev
;
10368 GLuint _uniform_model_gate_uTime
;
10369 GLuint _uniform_model_gate_uCam
;
10370 GLuint _uniform_model_gate_uInvRes
;
10371 GLuint _uniform_model_gate_uColour
;
10372 #include "shaders/model_gate_unlinked.h"
10373 struct vg_shader _shader_model_gate_unlinked
= {
10374 .name
= "model_gate_unlinked",
10377 .orig_file
= "shaders/model.vs",
10379 "layout (location=0) in vec3 a_co;\n"
10380 "layout (location=1) in vec3 a_norm;\n"
10381 "layout (location=2) in vec2 a_uv;\n"
10382 "layout (location=3) in vec4 a_colour;\n"
10383 "layout (location=4) in vec4 a_weights;\n"
10384 "layout (location=5) in ivec4 a_groups;\n"
10387 "const float k_motion_lerp_amount = 0.01;\n"
10391 "out vec3 aMotionVec0;\n"
10392 "out vec3 aMotionVec1;\n"
10394 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
10396 " // This magically solves some artifacting errors!\n"
10398 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
10400 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
10401 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
10406 "uniform mat4x3 uMdl;\n"
10407 "uniform mat4 uPv;\n"
10408 "uniform mat4 uPvmPrev;\n"
10410 "out vec4 aColour;\n"
10412 "out vec3 aNorm;\n"
10414 "out vec3 aWorldCo;\n"
10418 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
10419 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
10420 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
10422 " vs_motion_out( vproj0, vproj1 );\n"
10424 " gl_Position = vproj0;\n"
10425 " aWorldCo = world_pos0;\n"
10426 " aColour = a_colour;\n"
10428 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
10434 .orig_file
= "shaders/model_gate_unlinked.fs",
10436 "out vec4 FragColor;\n"
10438 "uniform float uTime;\n"
10439 "uniform vec3 uCam;\n"
10440 "uniform vec4 uColour;\n"
10447 "const float k_motion_lerp_amount = 0.01;\n"
10451 "layout (location = 1) out vec2 oMotionVec;\n"
10453 "in vec3 aMotionVec0;\n"
10454 "in vec3 aMotionVec1;\n"
10456 "void compute_motion_vectors()\n"
10458 " // Write motion vectors\n"
10459 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
10460 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
10462 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
10467 "const int NOISE_LOOP = 3;\n"
10468 "vec3 digital_noise( uvec3 iuv ){\n"
10469 " iuv *=uvec3(8,2524,7552);\n"
10470 " for( int i=0; i<NOISE_LOOP; i++ )\n"
10471 " iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
10472 " return vec3(iuv)*(1.0/float(0xffffffffU));\n"
10475 "vec2 rand_hash22( vec2 p ){\n"
10476 " vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
10477 " p3 += dot(p3, p3.yzx+19.19);\n"
10478 " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
10482 " compute_motion_vectors();\n"
10484 " vec2 ssuv = gl_FragCoord.xy;\n"
10485 " float grad = 1.0-aUv.y*0.1;\n"
10486 " float opacity = rand_hash22( vec2(floor(aUv.y*100.0),floor(aCo.z*10.0+uTime*40.0)) ).r*grad;\n"
10488 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
10489 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
10491 " if( opacity<0.9 )\n"
10494 " FragColor = vec4(0.7,0.5,0.5,1.0);\n"
10499 GLuint _uniform_model_gate_unlinked_uMdl
;
10500 GLuint _uniform_model_gate_unlinked_uPv
;
10501 GLuint _uniform_model_gate_unlinked_uPvmPrev
;
10502 GLuint _uniform_model_gate_unlinked_uTime
;
10503 GLuint _uniform_model_gate_unlinked_uCam
;
10504 GLuint _uniform_model_gate_unlinked_uColour
;
10505 #include "shaders/model_font.h"
10506 struct vg_shader _shader_model_font
= {
10507 .name
= "model_font",
10510 .orig_file
= "shaders/model_font.vs",
10512 "layout (location=0) in vec3 a_co;\n"
10513 "layout (location=1) in vec3 a_norm;\n"
10514 "layout (location=2) in vec2 a_uv;\n"
10517 "const float k_motion_lerp_amount = 0.01;\n"
10521 "out vec3 aMotionVec0;\n"
10522 "out vec3 aMotionVec1;\n"
10524 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
10526 " // This magically solves some artifacting errors!\n"
10528 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
10530 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
10531 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
10536 "uniform mat4x3 uMdl;\n"
10537 "uniform mat4 uPv;\n"
10538 "uniform mat4 uPvmPrev;\n"
10539 "uniform vec4 uOffset;\n"
10542 "out vec4 aNorm;\n"
10544 "out vec3 aWorldCo;\n"
10548 " vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
10549 " vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
10550 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
10551 " vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
10553 " vs_motion_out( vproj0, vproj1 );\n"
10555 " gl_Position = vproj0;\n"
10558 " aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
10560 " aWorldCo = world_pos0;\n"
10565 .orig_file
= "shaders/model_font.fs",
10567 "layout (location = 0) out vec4 oColour;\n"
10569 "uniform sampler2D uTexMain;\n"
10570 "uniform vec4 uColour;\n"
10577 "const float k_motion_lerp_amount = 0.01;\n"
10581 "layout (location = 1) out vec2 oMotionVec;\n"
10583 "in vec3 aMotionVec0;\n"
10584 "in vec3 aMotionVec1;\n"
10586 "void compute_motion_vectors()\n"
10588 " // Write motion vectors\n"
10589 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
10590 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
10592 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
10597 "uniform sampler2D uTexSceneDepth;\n"
10598 "uniform vec3 uInverseRatioDepth;\n"
10599 "uniform vec3 uInverseRatioMain;\n"
10600 "uniform int uDepthMode;\n"
10601 "uniform float uDitherCutoff;\n"
10603 "float linear_depth( float depth, float near, float far ) {\n"
10604 " float z = depth * 2.0 - 1.0;\n"
10605 " return (2.0 * near * far) / (far + near - z * (far - near)); \n"
10608 "void depth_compare_dither()\n"
10610 " if( uDepthMode == 1 )\n"
10612 " vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
10613 " * uInverseRatioDepth.xy;\n"
10614 " float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
10615 " float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
10617 " back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
10618 " float diff = back_depth - front_depth;\n"
10620 " vec2 ssuv = gl_FragCoord.xy;\n"
10621 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
10622 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
10624 " if( step(0.0,diff)+dither<0.3 )\n"
10628 " if( uDepthMode == 2 )\n"
10630 " vec2 ssuv = gl_FragCoord.xy;\n"
10631 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
10632 " float dither = fract( vDither.g / 71.0 );\n"
10633 " if( dither<uDitherCutoff ) discard;\n"
10640 " depth_compare_dither();\n"
10641 " compute_motion_vectors();\n"
10642 " oColour = texture( uTexMain, aUv ) * uColour;\n"
10647 GLuint _uniform_model_font_uMdl
;
10648 GLuint _uniform_model_font_uPv
;
10649 GLuint _uniform_model_font_uPvmPrev
;
10650 GLuint _uniform_model_font_uOffset
;
10651 GLuint _uniform_model_font_uTexMain
;
10652 GLuint _uniform_model_font_uColour
;
10653 GLuint _uniform_model_font_uTexSceneDepth
;
10654 GLuint _uniform_model_font_uInverseRatioDepth
;
10655 GLuint _uniform_model_font_uInverseRatioMain
;
10656 GLuint _uniform_model_font_uDepthMode
;
10657 GLuint _uniform_model_font_uDitherCutoff
;
10658 #include "shaders/particle.h"
10659 struct vg_shader _shader_particle
= {
10660 .name
= "particle",
10663 .orig_file
= "shaders/particle.vs",
10665 "layout (location=0) in vec3 a_co;\n"
10666 "layout (location=1) in vec4 a_colour;\n"
10669 "const float k_motion_lerp_amount = 0.01;\n"
10673 "out vec3 aMotionVec0;\n"
10674 "out vec3 aMotionVec1;\n"
10676 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
10678 " // This magically solves some artifacting errors!\n"
10680 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
10682 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
10683 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
10688 "uniform mat4 uPv;\n"
10689 "uniform mat4 uPvPrev;\n"
10691 "out vec4 aColour;\n"
10694 " vec4 vproj0 = uPv * vec4( a_co, 1.0 );\n"
10695 " vec4 vproj1 = uPvPrev * vec4( a_co, 1.0 );\n"
10696 " vs_motion_out( vproj0, vproj1 );\n"
10698 " gl_Position = vproj0;\n"
10699 " aColour = a_colour;\n"
10704 .orig_file
= "shaders/particle.fs",
10706 "layout (location = 0) out vec4 oColour;\n"
10707 "in vec4 aColour;\n"
10710 "const float k_motion_lerp_amount = 0.01;\n"
10714 "layout (location = 1) out vec2 oMotionVec;\n"
10716 "in vec3 aMotionVec0;\n"
10717 "in vec3 aMotionVec1;\n"
10719 "void compute_motion_vectors()\n"
10721 " // Write motion vectors\n"
10722 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
10723 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
10725 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
10731 " compute_motion_vectors();\n"
10733 " //vec2 ssuv = gl_FragCoord.xy;\n"
10734 " //vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
10735 " //float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
10737 " //if( vsamplemain.a+dither<0.5 )\n"
10740 " oColour = aColour;\n"
10745 GLuint _uniform_particle_uPv
;
10746 GLuint _uniform_particle_uPvPrev
;
10747 #include "shaders/trail.h"
10748 struct vg_shader _shader_trail
= {
10752 .orig_file
= "shaders/trail.vs",
10754 "layout (location=0) in vec4 a_co;\n"
10757 "const float k_motion_lerp_amount = 0.01;\n"
10761 "out vec3 aMotionVec0;\n"
10762 "out vec3 aMotionVec1;\n"
10764 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
10766 " // This magically solves some artifacting errors!\n"
10768 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
10770 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
10771 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
10776 "uniform mat4 uPv;\n"
10777 "uniform mat4 uPvPrev;\n"
10779 "out float aAlpha;\n"
10782 " vec4 vproj0 = uPv * vec4( a_co.xyz, 1.0 );\n"
10783 " vec4 vproj1 = uPvPrev * vec4( a_co.xyz, 1.0 );\n"
10784 " vs_motion_out( vproj0, vproj1 );\n"
10786 " gl_Position = vproj0;\n"
10787 " aAlpha = a_co.w;\n"
10792 .orig_file
= "shaders/trail.fs",
10794 "layout (location = 0) out vec4 oColour;\n"
10795 "in float aAlpha;\n"
10796 "uniform vec4 uColour;\n"
10799 "const float k_motion_lerp_amount = 0.01;\n"
10803 "layout (location = 1) out vec2 oMotionVec;\n"
10805 "in vec3 aMotionVec0;\n"
10806 "in vec3 aMotionVec1;\n"
10808 "void compute_motion_vectors()\n"
10810 " // Write motion vectors\n"
10811 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
10812 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
10814 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
10820 " compute_motion_vectors();\n"
10822 " vec2 ssuv = gl_FragCoord.xy;\n"
10823 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
10824 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
10826 " if( aAlpha+dither<0.5 )\n"
10829 " oColour = vec4( uColour.rgb, uColour.a * aAlpha );\n"
10834 GLuint _uniform_trail_uPv
;
10835 GLuint _uniform_trail_uPvPrev
;
10836 GLuint _uniform_trail_uColour
;
10837 #include "shaders/blit.h"
10838 struct vg_shader _shader_blit
= {
10842 .orig_file
= "shaders/blit.vs",
10844 "layout (location=0) in vec2 a_co;\n"
10847 "uniform vec2 uInverseRatio;\n"
10851 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
10852 " aUv = a_co * uInverseRatio;\n"
10857 .orig_file
= "shaders/blit.fs",
10859 "out vec4 FragColor;\n"
10860 "uniform sampler2D uTexMain;\n"
10864 "float kPi = 3.14159265358979;\n"
10866 "vec2 fisheye_distort(vec2 xy)\n"
10868 " float aperture = 1350.0;\n"
10869 " float apertureHalf = 0.5 * aperture * (kPi / 180.0);\n"
10870 " float maxFactor = sin(apertureHalf);\n"
10873 " float d = length(xy);\n"
10874 " if(d < (2.0-maxFactor))\n"
10876 " d = length(xy * maxFactor);\n"
10877 " float z = sqrt(1.0 - d * d);\n"
10878 " float r = atan(d, z) / kPi;\n"
10879 " float phi = atan(xy.y, xy.x);\n"
10881 " uv.x = r * cos(phi) + 0.5;\n"
10882 " uv.y = r * sin(phi) + 0.5;\n"
10886 " uv = 0.5*xy + 0.5;\n"
10895 " vec2 vwarp = 2.0*aUv - 1.0;\n"
10896 " vwarp = fisheye_distort( vwarp );\n"
10898 " FragColor = texture( uTexMain, aUv );\n"
10903 GLuint _uniform_blit_uInverseRatio
;
10904 GLuint _uniform_blit_uTexMain
;
10905 #include "shaders/blitblur.h"
10906 struct vg_shader _shader_blitblur
= {
10907 .name
= "blitblur",
10910 .orig_file
= "shaders/blit.vs",
10912 "layout (location=0) in vec2 a_co;\n"
10915 "uniform vec2 uInverseRatio;\n"
10919 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
10920 " aUv = a_co * uInverseRatio;\n"
10925 .orig_file
= "shaders/blitblur.fs",
10927 "out vec4 FragColor;\n"
10928 "uniform sampler2D uTexMain;\n"
10929 "uniform sampler2D uTexMotion;\n"
10930 "uniform float uBlurStrength;\n"
10931 "uniform vec2 uOverrideDir;\n"
10932 "uniform float uTime;\n"
10933 "uniform float uGlitchStrength;\n"
10934 "uniform vec2 uClampUv;\n"
10938 "vec2 rand_hash22( vec2 p ){\n"
10939 " vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
10940 " p3 += dot(p3, p3.yzx+19.19);\n"
10941 " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
10944 "const int NOISE_LOOP = 3;\n"
10945 "vec3 digital_noise( uvec3 iuv ){\n"
10946 " iuv *=uvec3(8,2524,7552);\n"
10947 " for( int i=0; i<NOISE_LOOP; i++ )\n"
10948 " iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
10949 " return vec3(iuv)*(1.0/float(0xffffffffU));\n"
10953 " vec2 vuv = aUv; \n"
10955 " //if( uGlitchStrength > 0.0 ){\n"
10956 " // uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );\n"
10957 " // vec2 g = digital_noise(p).xy;\n"
10958 " // vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;\n"
10961 " vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);\n"
10962 " vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
10964 " vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;\n"
10966 " vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) );\n"
10967 " vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) );\n"
10968 " vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) );\n"
10969 " vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) );\n"
10971 " FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
10976 GLuint _uniform_blitblur_uInverseRatio
;
10977 GLuint _uniform_blitblur_uTexMain
;
10978 GLuint _uniform_blitblur_uTexMotion
;
10979 GLuint _uniform_blitblur_uBlurStrength
;
10980 GLuint _uniform_blitblur_uOverrideDir
;
10981 GLuint _uniform_blitblur_uTime
;
10982 GLuint _uniform_blitblur_uGlitchStrength
;
10983 GLuint _uniform_blitblur_uClampUv
;
10984 #include "shaders/blitcolour.h"
10985 struct vg_shader _shader_blitcolour
= {
10986 .name
= "blitcolour",
10989 .orig_file
= "shaders/blit.vs",
10991 "layout (location=0) in vec2 a_co;\n"
10994 "uniform vec2 uInverseRatio;\n"
10998 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
10999 " aUv = a_co * uInverseRatio;\n"
11004 .orig_file
= "shaders/colour.fs",
11006 "out vec4 FragColor;\n"
11007 "uniform vec4 uColour;\n"
11013 " FragColor = uColour;\n"
11018 GLuint _uniform_blitcolour_uInverseRatio
;
11019 GLuint _uniform_blitcolour_uColour
;
11020 #include "shaders/blit_transition.h"
11021 struct vg_shader _shader_blit_transition
= {
11022 .name
= "blit_transition",
11025 .orig_file
= "shaders/blit.vs",
11027 "layout (location=0) in vec2 a_co;\n"
11030 "uniform vec2 uInverseRatio;\n"
11034 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
11035 " aUv = a_co * uInverseRatio;\n"
11040 .orig_file
= "shaders/blit_transition.fs",
11042 "out vec4 FragColor;\n"
11044 "uniform float uT;\n"
11047 " float d = uT + distance( aUv, vec2(0.5,0.5) );\n"
11049 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), gl_FragCoord.xy) );\n"
11050 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
11052 " if( d+dither < -0.5 )\n"
11055 " FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
11060 GLuint _uniform_blit_transition_uInverseRatio
;
11061 GLuint _uniform_blit_transition_uT
;
11062 #include "shaders/routeui.h"
11063 struct vg_shader _shader_routeui
= {
11067 .orig_file
= "shaders/routeui.vs",
11069 "layout (location=0) in vec2 a_co;\n"
11071 "uniform vec4 uOffset;\n"
11075 " vec2 vpos = a_co * uOffset.zw + uOffset.xy;\n"
11076 " gl_Position = vec4(vpos,0.0,1.0);\n"
11081 .orig_file
= "shaders/routeui.fs",
11083 "out vec4 FragColor;\n"
11085 "uniform vec4 uColour;\n"
11089 " FragColor = uColour;\n"
11094 GLuint _uniform_routeui_uOffset
;
11095 GLuint _uniform_routeui_uColour
;
11098 void vg_auto_shader_link(void)
11100 _uniform_scene_standard_uMdl
= glGetUniformLocation( _shader_scene_standard
.id
, "uMdl" );
11101 _uniform_scene_standard_uPv
= glGetUniformLocation( _shader_scene_standard
.id
, "uPv" );
11102 _uniform_scene_standard_uPvmPrev
= glGetUniformLocation( _shader_scene_standard
.id
, "uPvmPrev" );
11103 _uniform_scene_standard_uTexGarbage
= glGetUniformLocation( _shader_scene_standard
.id
, "uTexGarbage" );
11104 _uniform_scene_standard_uTexMain
= glGetUniformLocation( _shader_scene_standard
.id
, "uTexMain" );
11105 _uniform_scene_standard_uCamera
= glGetUniformLocation( _shader_scene_standard
.id
, "uCamera" );
11106 _uniform_scene_standard_uPlane
= glGetUniformLocation( _shader_scene_standard
.id
, "uPlane" );
11107 _uniform_scene_standard_g_world_depth
= glGetUniformLocation( _shader_scene_standard
.id
, "g_world_depth" );
11108 _uniform_scene_standard_uLightsArray
= glGetUniformLocation( _shader_scene_standard
.id
, "uLightsArray" );
11109 _uniform_scene_standard_uLightsIndex
= glGetUniformLocation( _shader_scene_standard
.id
, "uLightsIndex" );
11110 _uniform_scene_standard_alphatest_uMdl
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uMdl" );
11111 _uniform_scene_standard_alphatest_uPv
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uPv" );
11112 _uniform_scene_standard_alphatest_uPvmPrev
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uPvmPrev" );
11113 _uniform_scene_standard_alphatest_uTexGarbage
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uTexGarbage" );
11114 _uniform_scene_standard_alphatest_uTexMain
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uTexMain" );
11115 _uniform_scene_standard_alphatest_uCamera
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uCamera" );
11116 _uniform_scene_standard_alphatest_uPlane
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uPlane" );
11117 _uniform_scene_standard_alphatest_g_world_depth
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "g_world_depth" );
11118 _uniform_scene_standard_alphatest_uLightsArray
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uLightsArray" );
11119 _uniform_scene_standard_alphatest_uLightsIndex
= glGetUniformLocation( _shader_scene_standard_alphatest
.id
, "uLightsIndex" );
11120 _uniform_scene_foliage_uMdl
= glGetUniformLocation( _shader_scene_foliage
.id
, "uMdl" );
11121 _uniform_scene_foliage_uPv
= glGetUniformLocation( _shader_scene_foliage
.id
, "uPv" );
11122 _uniform_scene_foliage_uPvmPrev
= glGetUniformLocation( _shader_scene_foliage
.id
, "uPvmPrev" );
11123 _uniform_scene_foliage_uTime
= glGetUniformLocation( _shader_scene_foliage
.id
, "uTime" );
11124 _uniform_scene_foliage_uTexGarbage
= glGetUniformLocation( _shader_scene_foliage
.id
, "uTexGarbage" );
11125 _uniform_scene_foliage_uTexMain
= glGetUniformLocation( _shader_scene_foliage
.id
, "uTexMain" );
11126 _uniform_scene_foliage_uCamera
= glGetUniformLocation( _shader_scene_foliage
.id
, "uCamera" );
11127 _uniform_scene_foliage_uPlane
= glGetUniformLocation( _shader_scene_foliage
.id
, "uPlane" );
11128 _uniform_scene_foliage_g_world_depth
= glGetUniformLocation( _shader_scene_foliage
.id
, "g_world_depth" );
11129 _uniform_scene_foliage_uLightsArray
= glGetUniformLocation( _shader_scene_foliage
.id
, "uLightsArray" );
11130 _uniform_scene_foliage_uLightsIndex
= glGetUniformLocation( _shader_scene_foliage
.id
, "uLightsIndex" );
11131 _uniform_scene_override_uMdl
= glGetUniformLocation( _shader_scene_override
.id
, "uMdl" );
11132 _uniform_scene_override_uPv
= glGetUniformLocation( _shader_scene_override
.id
, "uPv" );
11133 _uniform_scene_override_uPvmPrev
= glGetUniformLocation( _shader_scene_override
.id
, "uPvmPrev" );
11134 _uniform_scene_override_uNormalMtx
= glGetUniformLocation( _shader_scene_override
.id
, "uNormalMtx" );
11135 _uniform_scene_override_uTexGarbage
= glGetUniformLocation( _shader_scene_override
.id
, "uTexGarbage" );
11136 _uniform_scene_override_uTexMain
= glGetUniformLocation( _shader_scene_override
.id
, "uTexMain" );
11137 _uniform_scene_override_uCamera
= glGetUniformLocation( _shader_scene_override
.id
, "uCamera" );
11138 _uniform_scene_override_uPlane
= glGetUniformLocation( _shader_scene_override
.id
, "uPlane" );
11139 _uniform_scene_override_uPlayerPos
= glGetUniformLocation( _shader_scene_override
.id
, "uPlayerPos" );
11140 _uniform_scene_override_uSpawnPos
= glGetUniformLocation( _shader_scene_override
.id
, "uSpawnPos" );
11141 _uniform_scene_override_uAlphatest
= glGetUniformLocation( _shader_scene_override
.id
, "uAlphatest" );
11142 _uniform_scene_override_uMapInfo
= glGetUniformLocation( _shader_scene_override
.id
, "uMapInfo" );
11143 _uniform_scene_override_g_world_depth
= glGetUniformLocation( _shader_scene_override
.id
, "g_world_depth" );
11144 _uniform_scene_override_uLightsArray
= glGetUniformLocation( _shader_scene_override
.id
, "uLightsArray" );
11145 _uniform_scene_override_uLightsIndex
= glGetUniformLocation( _shader_scene_override
.id
, "uLightsIndex" );
11146 _uniform_scene_fxglow_uMdl
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uMdl" );
11147 _uniform_scene_fxglow_uPv
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uPv" );
11148 _uniform_scene_fxglow_uPvmPrev
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uPvmPrev" );
11149 _uniform_scene_fxglow_uUvOffset
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uUvOffset" );
11150 _uniform_scene_fxglow_uTexMain
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uTexMain" );
11151 _uniform_scene_fxglow_uCamera
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uCamera" );
11152 _uniform_scene_fxglow_g_world_depth
= glGetUniformLocation( _shader_scene_fxglow
.id
, "g_world_depth" );
11153 _uniform_scene_fxglow_uLightsArray
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uLightsArray" );
11154 _uniform_scene_fxglow_uLightsIndex
= glGetUniformLocation( _shader_scene_fxglow
.id
, "uLightsIndex" );
11155 _uniform_scene_vertex_blend_uMdl
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uMdl" );
11156 _uniform_scene_vertex_blend_uPv
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uPv" );
11157 _uniform_scene_vertex_blend_uPvmPrev
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uPvmPrev" );
11158 _uniform_scene_vertex_blend_uTexGarbage
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uTexGarbage" );
11159 _uniform_scene_vertex_blend_uTexGradients
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uTexGradients" );
11160 _uniform_scene_vertex_blend_uCamera
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uCamera" );
11161 _uniform_scene_vertex_blend_g_world_depth
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "g_world_depth" );
11162 _uniform_scene_vertex_blend_uLightsArray
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uLightsArray" );
11163 _uniform_scene_vertex_blend_uLightsIndex
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uLightsIndex" );
11164 _uniform_scene_terrain_uMdl
= glGetUniformLocation( _shader_scene_terrain
.id
, "uMdl" );
11165 _uniform_scene_terrain_uPv
= glGetUniformLocation( _shader_scene_terrain
.id
, "uPv" );
11166 _uniform_scene_terrain_uPvmPrev
= glGetUniformLocation( _shader_scene_terrain
.id
, "uPvmPrev" );
11167 _uniform_scene_terrain_uTexGarbage
= glGetUniformLocation( _shader_scene_terrain
.id
, "uTexGarbage" );
11168 _uniform_scene_terrain_uTexGradients
= glGetUniformLocation( _shader_scene_terrain
.id
, "uTexGradients" );
11169 _uniform_scene_terrain_uCamera
= glGetUniformLocation( _shader_scene_terrain
.id
, "uCamera" );
11170 _uniform_scene_terrain_uSandColour
= glGetUniformLocation( _shader_scene_terrain
.id
, "uSandColour" );
11171 _uniform_scene_terrain_uBlendOffset
= glGetUniformLocation( _shader_scene_terrain
.id
, "uBlendOffset" );
11172 _uniform_scene_terrain_g_world_depth
= glGetUniformLocation( _shader_scene_terrain
.id
, "g_world_depth" );
11173 _uniform_scene_terrain_uLightsArray
= glGetUniformLocation( _shader_scene_terrain
.id
, "uLightsArray" );
11174 _uniform_scene_terrain_uLightsIndex
= glGetUniformLocation( _shader_scene_terrain
.id
, "uLightsIndex" );
11175 _uniform_scene_route_uMdl
= glGetUniformLocation( _shader_scene_route
.id
, "uMdl" );
11176 _uniform_scene_route_uPv
= glGetUniformLocation( _shader_scene_route
.id
, "uPv" );
11177 _uniform_scene_route_uPvmPrev
= glGetUniformLocation( _shader_scene_route
.id
, "uPvmPrev" );
11178 _uniform_scene_route_uNormalMtx
= glGetUniformLocation( _shader_scene_route
.id
, "uNormalMtx" );
11179 _uniform_scene_route_uTexGarbage
= glGetUniformLocation( _shader_scene_route
.id
, "uTexGarbage" );
11180 _uniform_scene_route_uTexGradients
= glGetUniformLocation( _shader_scene_route
.id
, "uTexGradients" );
11181 _uniform_scene_route_uCamera
= glGetUniformLocation( _shader_scene_route
.id
, "uCamera" );
11182 _uniform_scene_route_uColour
= glGetUniformLocation( _shader_scene_route
.id
, "uColour" );
11183 _uniform_scene_route_g_world_depth
= glGetUniformLocation( _shader_scene_route
.id
, "g_world_depth" );
11184 _uniform_scene_route_uLightsArray
= glGetUniformLocation( _shader_scene_route
.id
, "uLightsArray" );
11185 _uniform_scene_route_uLightsIndex
= glGetUniformLocation( _shader_scene_route
.id
, "uLightsIndex" );
11186 _uniform_scene_depth_uMdl
= glGetUniformLocation( _shader_scene_depth
.id
, "uMdl" );
11187 _uniform_scene_depth_uPv
= glGetUniformLocation( _shader_scene_depth
.id
, "uPv" );
11188 _uniform_scene_depth_uPvmPrev
= glGetUniformLocation( _shader_scene_depth
.id
, "uPvmPrev" );
11189 _uniform_scene_depth_uCamera
= glGetUniformLocation( _shader_scene_depth
.id
, "uCamera" );
11190 _uniform_scene_depth_uBoard0
= glGetUniformLocation( _shader_scene_depth
.id
, "uBoard0" );
11191 _uniform_scene_depth_uBoard1
= glGetUniformLocation( _shader_scene_depth
.id
, "uBoard1" );
11192 _uniform_scene_depth_g_world_depth
= glGetUniformLocation( _shader_scene_depth
.id
, "g_world_depth" );
11193 _uniform_scene_depth_uLightsArray
= glGetUniformLocation( _shader_scene_depth
.id
, "uLightsArray" );
11194 _uniform_scene_depth_uLightsIndex
= glGetUniformLocation( _shader_scene_depth
.id
, "uLightsIndex" );
11195 _uniform_scene_position_uMdl
= glGetUniformLocation( _shader_scene_position
.id
, "uMdl" );
11196 _uniform_scene_position_uPv
= glGetUniformLocation( _shader_scene_position
.id
, "uPv" );
11197 _uniform_scene_position_uPvmPrev
= glGetUniformLocation( _shader_scene_position
.id
, "uPvmPrev" );
11198 _uniform_scene_position_uCamera
= glGetUniformLocation( _shader_scene_position
.id
, "uCamera" );
11199 _uniform_scene_position_uBoard0
= glGetUniformLocation( _shader_scene_position
.id
, "uBoard0" );
11200 _uniform_scene_position_uBoard1
= glGetUniformLocation( _shader_scene_position
.id
, "uBoard1" );
11201 _uniform_scene_position_g_world_depth
= glGetUniformLocation( _shader_scene_position
.id
, "g_world_depth" );
11202 _uniform_scene_position_uLightsArray
= glGetUniformLocation( _shader_scene_position
.id
, "uLightsArray" );
11203 _uniform_scene_position_uLightsIndex
= glGetUniformLocation( _shader_scene_position
.id
, "uLightsIndex" );
11204 _uniform_scene_cubemapped_uMdl
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uMdl" );
11205 _uniform_scene_cubemapped_uPv
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uPv" );
11206 _uniform_scene_cubemapped_uPvmPrev
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uPvmPrev" );
11207 _uniform_scene_cubemapped_uTexGarbage
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uTexGarbage" );
11208 _uniform_scene_cubemapped_uTexMain
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uTexMain" );
11209 _uniform_scene_cubemapped_uTexCubemap
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uTexCubemap" );
11210 _uniform_scene_cubemapped_uCamera
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uCamera" );
11211 _uniform_scene_cubemapped_uPlane
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uPlane" );
11212 _uniform_scene_cubemapped_uColour
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uColour" );
11213 _uniform_scene_cubemapped_g_world_depth
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "g_world_depth" );
11214 _uniform_scene_cubemapped_uLightsArray
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uLightsArray" );
11215 _uniform_scene_cubemapped_uLightsIndex
= glGetUniformLocation( _shader_scene_cubemapped
.id
, "uLightsIndex" );
11216 _uniform_scene_water_uMdl
= glGetUniformLocation( _shader_scene_water
.id
, "uMdl" );
11217 _uniform_scene_water_uPv
= glGetUniformLocation( _shader_scene_water
.id
, "uPv" );
11218 _uniform_scene_water_uPvmPrev
= glGetUniformLocation( _shader_scene_water
.id
, "uPvmPrev" );
11219 _uniform_scene_water_uTexMain
= glGetUniformLocation( _shader_scene_water
.id
, "uTexMain" );
11220 _uniform_scene_water_uTexDudv
= glGetUniformLocation( _shader_scene_water
.id
, "uTexDudv" );
11221 _uniform_scene_water_uTexBack
= glGetUniformLocation( _shader_scene_water
.id
, "uTexBack" );
11222 _uniform_scene_water_uInvRes
= glGetUniformLocation( _shader_scene_water
.id
, "uInvRes" );
11223 _uniform_scene_water_uTime
= glGetUniformLocation( _shader_scene_water
.id
, "uTime" );
11224 _uniform_scene_water_uCamera
= glGetUniformLocation( _shader_scene_water
.id
, "uCamera" );
11225 _uniform_scene_water_uSurfaceY
= glGetUniformLocation( _shader_scene_water
.id
, "uSurfaceY" );
11226 _uniform_scene_water_uBoard0
= glGetUniformLocation( _shader_scene_water
.id
, "uBoard0" );
11227 _uniform_scene_water_uBoard1
= glGetUniformLocation( _shader_scene_water
.id
, "uBoard1" );
11228 _uniform_scene_water_uShoreColour
= glGetUniformLocation( _shader_scene_water
.id
, "uShoreColour" );
11229 _uniform_scene_water_uOceanColour
= glGetUniformLocation( _shader_scene_water
.id
, "uOceanColour" );
11230 _uniform_scene_water_g_world_depth
= glGetUniformLocation( _shader_scene_water
.id
, "g_world_depth" );
11231 _uniform_scene_water_uLightsArray
= glGetUniformLocation( _shader_scene_water
.id
, "uLightsArray" );
11232 _uniform_scene_water_uLightsIndex
= glGetUniformLocation( _shader_scene_water
.id
, "uLightsIndex" );
11233 _uniform_scene_water_fast_uMdl
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uMdl" );
11234 _uniform_scene_water_fast_uPv
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uPv" );
11235 _uniform_scene_water_fast_uPvmPrev
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uPvmPrev" );
11236 _uniform_scene_water_fast_uTexDudv
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uTexDudv" );
11237 _uniform_scene_water_fast_uTime
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uTime" );
11238 _uniform_scene_water_fast_uCamera
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uCamera" );
11239 _uniform_scene_water_fast_uSurfaceY
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uSurfaceY" );
11240 _uniform_scene_water_fast_uBoard0
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uBoard0" );
11241 _uniform_scene_water_fast_uBoard1
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uBoard1" );
11242 _uniform_scene_water_fast_uShoreColour
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uShoreColour" );
11243 _uniform_scene_water_fast_uOceanColour
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uOceanColour" );
11244 _uniform_scene_water_fast_g_world_depth
= glGetUniformLocation( _shader_scene_water_fast
.id
, "g_world_depth" );
11245 _uniform_scene_water_fast_uLightsArray
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uLightsArray" );
11246 _uniform_scene_water_fast_uLightsIndex
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uLightsIndex" );
11247 _uniform_scene_scoretext_uMdl
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uMdl" );
11248 _uniform_scene_scoretext_uPv
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uPv" );
11249 _uniform_scene_scoretext_uPvmPrev
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uPvmPrev" );
11250 _uniform_scene_scoretext_uInfo
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uInfo" );
11251 _uniform_scene_scoretext_uTexGarbage
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uTexGarbage" );
11252 _uniform_scene_scoretext_uTexMain
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uTexMain" );
11253 _uniform_scene_scoretext_uCamera
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uCamera" );
11254 _uniform_scene_scoretext_uPlane
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uPlane" );
11255 _uniform_scene_scoretext_g_world_depth
= glGetUniformLocation( _shader_scene_scoretext
.id
, "g_world_depth" );
11256 _uniform_scene_scoretext_uLightsArray
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uLightsArray" );
11257 _uniform_scene_scoretext_uLightsIndex
= glGetUniformLocation( _shader_scene_scoretext
.id
, "uLightsIndex" );
11258 _uniform_scene_font_uMdl
= glGetUniformLocation( _shader_scene_font
.id
, "uMdl" );
11259 _uniform_scene_font_uPv
= glGetUniformLocation( _shader_scene_font
.id
, "uPv" );
11260 _uniform_scene_font_uPvmPrev
= glGetUniformLocation( _shader_scene_font
.id
, "uPvmPrev" );
11261 _uniform_scene_font_uOffset
= glGetUniformLocation( _shader_scene_font
.id
, "uOffset" );
11262 _uniform_scene_font_uTexGarbage
= glGetUniformLocation( _shader_scene_font
.id
, "uTexGarbage" );
11263 _uniform_scene_font_uTexMain
= glGetUniformLocation( _shader_scene_font
.id
, "uTexMain" );
11264 _uniform_scene_font_uCamera
= glGetUniformLocation( _shader_scene_font
.id
, "uCamera" );
11265 _uniform_scene_font_uTime
= glGetUniformLocation( _shader_scene_font
.id
, "uTime" );
11266 _uniform_scene_font_uOpacity
= glGetUniformLocation( _shader_scene_font
.id
, "uOpacity" );
11267 _uniform_scene_font_uColourize
= glGetUniformLocation( _shader_scene_font
.id
, "uColourize" );
11268 _uniform_scene_font_g_world_depth
= glGetUniformLocation( _shader_scene_font
.id
, "g_world_depth" );
11269 _uniform_scene_font_uLightsArray
= glGetUniformLocation( _shader_scene_font
.id
, "uLightsArray" );
11270 _uniform_scene_font_uLightsIndex
= glGetUniformLocation( _shader_scene_font
.id
, "uLightsIndex" );
11271 _uniform_model_sky_uMdl
= glGetUniformLocation( _shader_model_sky
.id
, "uMdl" );
11272 _uniform_model_sky_uPv
= glGetUniformLocation( _shader_model_sky
.id
, "uPv" );
11273 _uniform_model_sky_uPvmPrev
= glGetUniformLocation( _shader_model_sky
.id
, "uPvmPrev" );
11274 _uniform_model_sky_uTexGarbage
= glGetUniformLocation( _shader_model_sky
.id
, "uTexGarbage" );
11275 _uniform_model_sky_g_world_depth
= glGetUniformLocation( _shader_model_sky
.id
, "g_world_depth" );
11276 _uniform_model_sky_uLightsArray
= glGetUniformLocation( _shader_model_sky
.id
, "uLightsArray" );
11277 _uniform_model_sky_uLightsIndex
= glGetUniformLocation( _shader_model_sky
.id
, "uLightsIndex" );
11278 _uniform_model_sky_space_uMdl
= glGetUniformLocation( _shader_model_sky_space
.id
, "uMdl" );
11279 _uniform_model_sky_space_uPv
= glGetUniformLocation( _shader_model_sky_space
.id
, "uPv" );
11280 _uniform_model_sky_space_uPvmPrev
= glGetUniformLocation( _shader_model_sky_space
.id
, "uPvmPrev" );
11281 _uniform_model_sky_space_uTexGarbage
= glGetUniformLocation( _shader_model_sky_space
.id
, "uTexGarbage" );
11282 _uniform_model_sky_space_g_world_depth
= glGetUniformLocation( _shader_model_sky_space
.id
, "g_world_depth" );
11283 _uniform_model_sky_space_uLightsArray
= glGetUniformLocation( _shader_model_sky_space
.id
, "uLightsArray" );
11284 _uniform_model_sky_space_uLightsIndex
= glGetUniformLocation( _shader_model_sky_space
.id
, "uLightsIndex" );
11285 _uniform_model_menu_uMdl
= glGetUniformLocation( _shader_model_menu
.id
, "uMdl" );
11286 _uniform_model_menu_uPv
= glGetUniformLocation( _shader_model_menu
.id
, "uPv" );
11287 _uniform_model_menu_uPvmPrev
= glGetUniformLocation( _shader_model_menu
.id
, "uPvmPrev" );
11288 _uniform_model_menu_uTexMain
= glGetUniformLocation( _shader_model_menu
.id
, "uTexMain" );
11289 _uniform_model_menu_uColour
= glGetUniformLocation( _shader_model_menu
.id
, "uColour" );
11290 _uniform_model_character_view_uPv
= glGetUniformLocation( _shader_model_character_view
.id
, "uPv" );
11291 _uniform_model_character_view_uTransforms
= glGetUniformLocation( _shader_model_character_view
.id
, "uTransforms" );
11292 _uniform_model_character_view_uTexMain
= glGetUniformLocation( _shader_model_character_view
.id
, "uTexMain" );
11293 _uniform_model_character_view_uCamera
= glGetUniformLocation( _shader_model_character_view
.id
, "uCamera" );
11294 _uniform_model_character_view_g_world_depth
= glGetUniformLocation( _shader_model_character_view
.id
, "g_world_depth" );
11295 _uniform_model_character_view_uLightsArray
= glGetUniformLocation( _shader_model_character_view
.id
, "uLightsArray" );
11296 _uniform_model_character_view_uLightsIndex
= glGetUniformLocation( _shader_model_character_view
.id
, "uLightsIndex" );
11297 _uniform_model_character_view_uTexSceneDepth
= glGetUniformLocation( _shader_model_character_view
.id
, "uTexSceneDepth" );
11298 _uniform_model_character_view_uInverseRatioDepth
= glGetUniformLocation( _shader_model_character_view
.id
, "uInverseRatioDepth" );
11299 _uniform_model_character_view_uInverseRatioMain
= glGetUniformLocation( _shader_model_character_view
.id
, "uInverseRatioMain" );
11300 _uniform_model_character_view_uDepthMode
= glGetUniformLocation( _shader_model_character_view
.id
, "uDepthMode" );
11301 _uniform_model_character_view_uDitherCutoff
= glGetUniformLocation( _shader_model_character_view
.id
, "uDitherCutoff" );
11302 _uniform_model_board_view_uMdl
= glGetUniformLocation( _shader_model_board_view
.id
, "uMdl" );
11303 _uniform_model_board_view_uPv
= glGetUniformLocation( _shader_model_board_view
.id
, "uPv" );
11304 _uniform_model_board_view_uPvmPrev
= glGetUniformLocation( _shader_model_board_view
.id
, "uPvmPrev" );
11305 _uniform_model_board_view_uTexMain
= glGetUniformLocation( _shader_model_board_view
.id
, "uTexMain" );
11306 _uniform_model_board_view_uCamera
= glGetUniformLocation( _shader_model_board_view
.id
, "uCamera" );
11307 _uniform_model_board_view_g_world_depth
= glGetUniformLocation( _shader_model_board_view
.id
, "g_world_depth" );
11308 _uniform_model_board_view_uLightsArray
= glGetUniformLocation( _shader_model_board_view
.id
, "uLightsArray" );
11309 _uniform_model_board_view_uLightsIndex
= glGetUniformLocation( _shader_model_board_view
.id
, "uLightsIndex" );
11310 _uniform_model_board_view_uTexSceneDepth
= glGetUniformLocation( _shader_model_board_view
.id
, "uTexSceneDepth" );
11311 _uniform_model_board_view_uInverseRatioDepth
= glGetUniformLocation( _shader_model_board_view
.id
, "uInverseRatioDepth" );
11312 _uniform_model_board_view_uInverseRatioMain
= glGetUniformLocation( _shader_model_board_view
.id
, "uInverseRatioMain" );
11313 _uniform_model_board_view_uDepthMode
= glGetUniformLocation( _shader_model_board_view
.id
, "uDepthMode" );
11314 _uniform_model_board_view_uDitherCutoff
= glGetUniformLocation( _shader_model_board_view
.id
, "uDitherCutoff" );
11315 _uniform_model_entity_uMdl
= glGetUniformLocation( _shader_model_entity
.id
, "uMdl" );
11316 _uniform_model_entity_uPv
= glGetUniformLocation( _shader_model_entity
.id
, "uPv" );
11317 _uniform_model_entity_uPvmPrev
= glGetUniformLocation( _shader_model_entity
.id
, "uPvmPrev" );
11318 _uniform_model_entity_uTexMain
= glGetUniformLocation( _shader_model_entity
.id
, "uTexMain" );
11319 _uniform_model_entity_uCamera
= glGetUniformLocation( _shader_model_entity
.id
, "uCamera" );
11320 _uniform_model_entity_g_world_depth
= glGetUniformLocation( _shader_model_entity
.id
, "g_world_depth" );
11321 _uniform_model_entity_uLightsArray
= glGetUniformLocation( _shader_model_entity
.id
, "uLightsArray" );
11322 _uniform_model_entity_uLightsIndex
= glGetUniformLocation( _shader_model_entity
.id
, "uLightsIndex" );
11323 _uniform_model_gate_uMdl
= glGetUniformLocation( _shader_model_gate
.id
, "uMdl" );
11324 _uniform_model_gate_uPv
= glGetUniformLocation( _shader_model_gate
.id
, "uPv" );
11325 _uniform_model_gate_uPvmPrev
= glGetUniformLocation( _shader_model_gate
.id
, "uPvmPrev" );
11326 _uniform_model_gate_uTime
= glGetUniformLocation( _shader_model_gate
.id
, "uTime" );
11327 _uniform_model_gate_uCam
= glGetUniformLocation( _shader_model_gate
.id
, "uCam" );
11328 _uniform_model_gate_uInvRes
= glGetUniformLocation( _shader_model_gate
.id
, "uInvRes" );
11329 _uniform_model_gate_uColour
= glGetUniformLocation( _shader_model_gate
.id
, "uColour" );
11330 _uniform_model_gate_unlinked_uMdl
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uMdl" );
11331 _uniform_model_gate_unlinked_uPv
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uPv" );
11332 _uniform_model_gate_unlinked_uPvmPrev
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uPvmPrev" );
11333 _uniform_model_gate_unlinked_uTime
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uTime" );
11334 _uniform_model_gate_unlinked_uCam
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uCam" );
11335 _uniform_model_gate_unlinked_uColour
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uColour" );
11336 _uniform_model_font_uMdl
= glGetUniformLocation( _shader_model_font
.id
, "uMdl" );
11337 _uniform_model_font_uPv
= glGetUniformLocation( _shader_model_font
.id
, "uPv" );
11338 _uniform_model_font_uPvmPrev
= glGetUniformLocation( _shader_model_font
.id
, "uPvmPrev" );
11339 _uniform_model_font_uOffset
= glGetUniformLocation( _shader_model_font
.id
, "uOffset" );
11340 _uniform_model_font_uTexMain
= glGetUniformLocation( _shader_model_font
.id
, "uTexMain" );
11341 _uniform_model_font_uColour
= glGetUniformLocation( _shader_model_font
.id
, "uColour" );
11342 _uniform_model_font_uTexSceneDepth
= glGetUniformLocation( _shader_model_font
.id
, "uTexSceneDepth" );
11343 _uniform_model_font_uInverseRatioDepth
= glGetUniformLocation( _shader_model_font
.id
, "uInverseRatioDepth" );
11344 _uniform_model_font_uInverseRatioMain
= glGetUniformLocation( _shader_model_font
.id
, "uInverseRatioMain" );
11345 _uniform_model_font_uDepthMode
= glGetUniformLocation( _shader_model_font
.id
, "uDepthMode" );
11346 _uniform_model_font_uDitherCutoff
= glGetUniformLocation( _shader_model_font
.id
, "uDitherCutoff" );
11347 _uniform_particle_uPv
= glGetUniformLocation( _shader_particle
.id
, "uPv" );
11348 _uniform_particle_uPvPrev
= glGetUniformLocation( _shader_particle
.id
, "uPvPrev" );
11349 _uniform_trail_uPv
= glGetUniformLocation( _shader_trail
.id
, "uPv" );
11350 _uniform_trail_uPvPrev
= glGetUniformLocation( _shader_trail
.id
, "uPvPrev" );
11351 _uniform_trail_uColour
= glGetUniformLocation( _shader_trail
.id
, "uColour" );
11352 _uniform_blit_uInverseRatio
= glGetUniformLocation( _shader_blit
.id
, "uInverseRatio" );
11353 _uniform_blit_uTexMain
= glGetUniformLocation( _shader_blit
.id
, "uTexMain" );
11354 _uniform_blitblur_uInverseRatio
= glGetUniformLocation( _shader_blitblur
.id
, "uInverseRatio" );
11355 _uniform_blitblur_uTexMain
= glGetUniformLocation( _shader_blitblur
.id
, "uTexMain" );
11356 _uniform_blitblur_uTexMotion
= glGetUniformLocation( _shader_blitblur
.id
, "uTexMotion" );
11357 _uniform_blitblur_uBlurStrength
= glGetUniformLocation( _shader_blitblur
.id
, "uBlurStrength" );
11358 _uniform_blitblur_uOverrideDir
= glGetUniformLocation( _shader_blitblur
.id
, "uOverrideDir" );
11359 _uniform_blitblur_uTime
= glGetUniformLocation( _shader_blitblur
.id
, "uTime" );
11360 _uniform_blitblur_uGlitchStrength
= glGetUniformLocation( _shader_blitblur
.id
, "uGlitchStrength" );
11361 _uniform_blitblur_uClampUv
= glGetUniformLocation( _shader_blitblur
.id
, "uClampUv" );
11362 _uniform_blitcolour_uInverseRatio
= glGetUniformLocation( _shader_blitcolour
.id
, "uInverseRatio" );
11363 _uniform_blitcolour_uColour
= glGetUniformLocation( _shader_blitcolour
.id
, "uColour" );
11364 _uniform_blit_transition_uInverseRatio
= glGetUniformLocation( _shader_blit_transition
.id
, "uInverseRatio" );
11365 _uniform_blit_transition_uT
= glGetUniformLocation( _shader_blit_transition
.id
, "uT" );
11366 _uniform_routeui_uOffset
= glGetUniformLocation( _shader_routeui
.id
, "uOffset" );
11367 _uniform_routeui_uColour
= glGetUniformLocation( _shader_routeui
.id
, "uColour" );
11370 void vg_auto_shader_register(void)
11372 vg_shader_register( &_shader_scene_standard
);
11373 vg_shader_register( &_shader_scene_standard_alphatest
);
11374 vg_shader_register( &_shader_scene_foliage
);
11375 vg_shader_register( &_shader_scene_override
);
11376 vg_shader_register( &_shader_scene_fxglow
);
11377 vg_shader_register( &_shader_scene_vertex_blend
);
11378 vg_shader_register( &_shader_scene_terrain
);
11379 vg_shader_register( &_shader_scene_route
);
11380 vg_shader_register( &_shader_scene_depth
);
11381 vg_shader_register( &_shader_scene_position
);
11382 vg_shader_register( &_shader_scene_cubemapped
);
11383 vg_shader_register( &_shader_scene_water
);
11384 vg_shader_register( &_shader_scene_water_fast
);
11385 vg_shader_register( &_shader_scene_scoretext
);
11386 vg_shader_register( &_shader_scene_font
);
11387 vg_shader_register( &_shader_model_sky
);
11388 vg_shader_register( &_shader_model_sky_space
);
11389 vg_shader_register( &_shader_model_menu
);
11390 vg_shader_register( &_shader_model_character_view
);
11391 vg_shader_register( &_shader_model_board_view
);
11392 vg_shader_register( &_shader_model_entity
);
11393 vg_shader_register( &_shader_model_gate
);
11394 vg_shader_register( &_shader_model_gate_unlinked
);
11395 vg_shader_register( &_shader_model_font
);
11396 vg_shader_register( &_shader_particle
);
11397 vg_shader_register( &_shader_trail
);
11398 vg_shader_register( &_shader_blit
);
11399 vg_shader_register( &_shader_blitblur
);
11400 vg_shader_register( &_shader_blitcolour
);
11401 vg_shader_register( &_shader_blit_transition
);
11402 vg_shader_register( &_shader_routeui
);