fuckin hell
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_water.h
1 #ifndef SHADER_model_water_H
2 #define SHADER_model_water_H
3 static void shader_model_water_link(void);
4 static void shader_model_water_register(void);
5 static struct vg_shader _shader_model_water = {
6 .name = "model_water",
7 .link = shader_model_water_link,
8 .vs =
9 {
10 .static_src =
11 "layout (location=0) in vec3 a_co;\n"
12 "layout (location=1) in vec3 a_norm;\n"
13 "layout (location=2) in vec2 a_uv;\n"
14 "layout (location=3) in vec4 a_colour;\n"
15 "layout (location=4) in vec4 a_weights;\n"
16 "layout (location=5) in ivec4 a_groups;\n"
17 "\n"
18 "#line 1 1 \n"
19 "const float k_motion_lerp_amount = 0.01;\n"
20 "\n"
21 "#line 2 0 \n"
22 "\n"
23 "out vec3 aMotionVec0;\n"
24 "out vec3 aMotionVec1;\n"
25 "\n"
26 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
27 "{\n"
28 " // This magically solves some artifacting errors!\n"
29 " //\n"
30 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
31 "\n"
32 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
33 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
34 "}\n"
35 "\n"
36 "#line 9 0 \n"
37 "\n"
38 "uniform mat4x3 uMdl;\n"
39 "uniform mat4 uPv;\n"
40 "uniform mat4 uPvmPrev;\n"
41 "\n"
42 "out vec4 aColour;\n"
43 "out vec2 aUv;\n"
44 "out vec3 aNorm;\n"
45 "out vec3 aCo;\n"
46 "out vec3 aWorldCo;\n"
47 "\n"
48 "void main()\n"
49 "{\n"
50 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
51 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
52 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
53 "\n"
54 " vs_motion_out( vproj0, vproj1 );\n"
55 "\n"
56 " gl_Position = vproj0;\n"
57 " aWorldCo = world_pos0;\n"
58 " aColour = a_colour;\n"
59 " aUv = a_uv;\n"
60 " aNorm = mat3(uMdl) * a_norm;\n"
61 " aCo = a_co;\n"
62 "}\n"
63 ""},
64 .fs =
65 {
66 .static_src =
67 "uniform sampler2D uTexMain;\n"
68 "uniform sampler2D uTexDudv;\n"
69 "uniform sampler2D uTexBack;\n"
70 "\n"
71 "uniform vec2 uInvRes;\n"
72 "uniform float uTime;\n"
73 "uniform vec3 uCamera;\n"
74 "uniform float uSurfaceY;\n"
75 "uniform vec3 uBoard0;\n"
76 "uniform vec3 uBoard1;\n"
77 "\n"
78 "uniform vec3 uShoreColour;\n"
79 "uniform vec3 uOceanColour;\n"
80 "\n"
81 "in vec4 aColour;\n"
82 "in vec2 aUv;\n"
83 "in vec3 aNorm;\n"
84 "in vec3 aCo;\n"
85 "in vec3 aWorldCo;\n"
86 "\n"
87 "#line 1 1 \n"
88 "layout (location = 0) out vec4 oColour;\n"
89 "\n"
90 "layout (std140) uniform ub_world_lighting\n"
91 "{\n"
92 " vec4 g_light_colours[3];\n"
93 " vec4 g_light_directions[3];\n"
94 " vec4 g_ambient_colour;\n"
95 "\n"
96 " vec4 g_water_plane;\n"
97 " vec4 g_depth_bounds;\n"
98 " float g_water_fog;\n"
99 " int g_light_count;\n"
100 " int g_light_preview;\n"
101 " int g_shadow_samples;\n"
102 "\n"
103 " vec4 g_point_light_positions[32];\n"
104 " vec4 g_point_light_colours[32];\n"
105 "};\n"
106 "\n"
107 "uniform sampler2D g_world_depth;\n"
108 "\n"
109 "float world_depth_sample( vec3 pos )\n"
110 "{\n"
111 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
112 " return texture( g_world_depth, depth_coord ).r;\n"
113 "}\n"
114 "\n"
115 "float shadow_sample( vec3 vdir )\n"
116 "{\n"
117 " vec3 sample_pos = aWorldCo + vdir;\n"
118 " float height_sample = world_depth_sample( sample_pos );\n"
119 "\n"
120 " float fdelta = height_sample - sample_pos.y;\n"
121 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
122 "}\n"
123 "\n"
124 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
125 "{\n"
126 " vec3 pa = p - a;\n"
127 " vec3 ba = b - a;\n"
128 "\n"
129 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
130 " return length( pa - ba*h );\n"
131 "}\n"
132 "\n"
133 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
134 "{\n"
135 " float dist = pow(fdist*0.0008,1.2);\n"
136 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
137 "}\n"
138 "\n"
139 "\n"
140 "// New lighting model\n"
141 "\n"
142 "vec3 newlight_compute_ambient()\n"
143 "{\n"
144 " return g_ambient_colour.rgb;\n"
145 "}\n"
146 "\n"
147 "float newlight_compute_sun_shadow()\n"
148 "{\n"
149 " if( g_shadow_samples == 0 )\n"
150 " {\n"
151 " return 1.0;\n"
152 " }\n"
153 "\n"
154 " float fspread = g_light_colours[0].w;\n"
155 " vec3 vdir = g_light_directions[0].xyz;\n"
156 " float flength = g_light_directions[0].w;\n"
157 "\n"
158 " float famt = 0.0;\n"
159 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
160 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
161 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
162 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
163 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
164 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
165 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
166 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
167 "\n"
168 " // player shadow\n"
169 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
170 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
171 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
172 "\n"
173 " return 1.0 - max( player_shadow*0.8, famt );\n"
174 "}\n"
175 "\n"
176 "vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
177 "{\n"
178 " vec3 vtotal = g_ambient_colour.rgb;\n"
179 "\n"
180 " for( int i=0; i<g_light_count; i++ )\n"
181 " {\n"
182 " vec3 vcolour = g_light_colours[i].rgb;\n"
183 " vec3 vdir = g_light_directions[i].xyz;\n"
184 "\n"
185 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
186 " vtotal += vcolour*flight;\n"
187 " }\n"
188 "\n"
189 " return vtotal;\n"
190 "}\n"
191 "\n"
192 "vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
193 "{\n"
194 " vec3 vcolour = g_light_colours[0].rgb;\n"
195 " vec3 vdir = g_light_directions[0].xyz;\n"
196 "\n"
197 " vec3 specdir = reflect( -vdir, wnormal );\n"
198 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
199 " return vcolour*spec*fintensity;\n"
200 "}\n"
201 "\n"
202 "vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
203 " vec3 light_pos, vec3 light_colour )\n"
204 "{\n"
205 " vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
206 "\n"
207 " float quadratic = dot(light_delta,light_delta);\n"
208 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
209 " attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
210 "\n"
211 " return light_colour*attenuation;\n"
212 "}\n"
213 "\n"
214 "#line 22 0 \n"
215 "#line 1 2 \n"
216 "const float k_motion_lerp_amount = 0.01;\n"
217 "\n"
218 "#line 2 0 \n"
219 "\n"
220 "layout (location = 1) out vec2 oMotionVec;\n"
221 "\n"
222 "in vec3 aMotionVec0;\n"
223 "in vec3 aMotionVec1;\n"
224 "\n"
225 "void compute_motion_vectors()\n"
226 "{\n"
227 " // Write motion vectors\n"
228 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
229 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
230 "\n"
231 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
232 "}\n"
233 "\n"
234 "#line 23 0 \n"
235 "\n"
236 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
237 " vec4 beneath, vec4 above )\n"
238 "{\n"
239 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
240 "\n"
241 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
242 "\n"
243 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
244 " vec3 specdir = reflect( -lightdir, vnorm );\n"
245 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
246 " \n"
247 " // Depth \n"
248 " float depthblend = pow( beneath.a,0.8 );\n"
249 "\n"
250 " // Composite\n"
251 " vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
252 " //vsurface += spec;\n"
253 "\n"
254 " return vec4( vsurface,depthblend );\n"
255 "}\n"
256 "\n"
257 "void main()\n"
258 "{\n"
259 " compute_motion_vectors();\n"
260 "\n"
261 " // Create texture coords\n"
262 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
263 " \n"
264 " // Surface colour composite\n"
265 " float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
266 "\n"
267 " vec2 world_coord = aCo.xz * 0.008;\n"
268 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
269 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
270 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
271 "\n"
272 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
273 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
274 " \n"
275 " // Foam\n"
276 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
277 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
278 "\n"
279 " // Lighting\n"
280 " vec3 halfview = -normalize( aCo-uCamera );\n"
281 "\n"
282 " // Sample textures\n"
283 " vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
284 " vec4 beneath = texture( uTexBack, ssuv );\n"
285 "\n"
286 " // Fog\n"
287 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
288 "\n"
289 " // Composite\n"
290 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
291 " vsurface.a -= fdist;\n"
292 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
293 "}\n"
294 ""},
295 };
296
297 static GLuint _uniform_model_water_uMdl;
298 static GLuint _uniform_model_water_uPv;
299 static GLuint _uniform_model_water_uPvmPrev;
300 static GLuint _uniform_model_water_uTexMain;
301 static GLuint _uniform_model_water_uTexDudv;
302 static GLuint _uniform_model_water_uTexBack;
303 static GLuint _uniform_model_water_uInvRes;
304 static GLuint _uniform_model_water_uTime;
305 static GLuint _uniform_model_water_uCamera;
306 static GLuint _uniform_model_water_uSurfaceY;
307 static GLuint _uniform_model_water_uBoard0;
308 static GLuint _uniform_model_water_uBoard1;
309 static GLuint _uniform_model_water_uShoreColour;
310 static GLuint _uniform_model_water_uOceanColour;
311 static GLuint _uniform_model_water_g_world_depth;
312 static void shader_model_water_uMdl(m4x3f m){
313 glUniformMatrix4x3fv(_uniform_model_water_uMdl,1,GL_FALSE,(float*)m);
314 }
315 static void shader_model_water_uPv(m4x4f m){
316 glUniformMatrix4fv(_uniform_model_water_uPv,1,GL_FALSE,(float*)m);
317 }
318 static void shader_model_water_uPvmPrev(m4x4f m){
319 glUniformMatrix4fv(_uniform_model_water_uPvmPrev,1,GL_FALSE,(float*)m);
320 }
321 static void shader_model_water_uTexMain(int i){
322 glUniform1i(_uniform_model_water_uTexMain,i);
323 }
324 static void shader_model_water_uTexDudv(int i){
325 glUniform1i(_uniform_model_water_uTexDudv,i);
326 }
327 static void shader_model_water_uTexBack(int i){
328 glUniform1i(_uniform_model_water_uTexBack,i);
329 }
330 static void shader_model_water_uInvRes(v2f v){
331 glUniform2fv(_uniform_model_water_uInvRes,1,v);
332 }
333 static void shader_model_water_uTime(float f){
334 glUniform1f(_uniform_model_water_uTime,f);
335 }
336 static void shader_model_water_uCamera(v3f v){
337 glUniform3fv(_uniform_model_water_uCamera,1,v);
338 }
339 static void shader_model_water_uSurfaceY(float f){
340 glUniform1f(_uniform_model_water_uSurfaceY,f);
341 }
342 static void shader_model_water_uBoard0(v3f v){
343 glUniform3fv(_uniform_model_water_uBoard0,1,v);
344 }
345 static void shader_model_water_uBoard1(v3f v){
346 glUniform3fv(_uniform_model_water_uBoard1,1,v);
347 }
348 static void shader_model_water_uShoreColour(v3f v){
349 glUniform3fv(_uniform_model_water_uShoreColour,1,v);
350 }
351 static void shader_model_water_uOceanColour(v3f v){
352 glUniform3fv(_uniform_model_water_uOceanColour,1,v);
353 }
354 static void shader_model_water_g_world_depth(int i){
355 glUniform1i(_uniform_model_water_g_world_depth,i);
356 }
357 static void shader_model_water_register(void){
358 vg_shader_register( &_shader_model_water );
359 }
360 static void shader_model_water_use(void){ glUseProgram(_shader_model_water.id); }
361 static void shader_model_water_link(void){
362 _uniform_model_water_uMdl = glGetUniformLocation( _shader_model_water.id, "uMdl" );
363 _uniform_model_water_uPv = glGetUniformLocation( _shader_model_water.id, "uPv" );
364 _uniform_model_water_uPvmPrev = glGetUniformLocation( _shader_model_water.id, "uPvmPrev" );
365 _uniform_model_water_uTexMain = glGetUniformLocation( _shader_model_water.id, "uTexMain" );
366 _uniform_model_water_uTexDudv = glGetUniformLocation( _shader_model_water.id, "uTexDudv" );
367 _uniform_model_water_uTexBack = glGetUniformLocation( _shader_model_water.id, "uTexBack" );
368 _uniform_model_water_uInvRes = glGetUniformLocation( _shader_model_water.id, "uInvRes" );
369 _uniform_model_water_uTime = glGetUniformLocation( _shader_model_water.id, "uTime" );
370 _uniform_model_water_uCamera = glGetUniformLocation( _shader_model_water.id, "uCamera" );
371 _uniform_model_water_uSurfaceY = glGetUniformLocation( _shader_model_water.id, "uSurfaceY" );
372 _uniform_model_water_uBoard0 = glGetUniformLocation( _shader_model_water.id, "uBoard0" );
373 _uniform_model_water_uBoard1 = glGetUniformLocation( _shader_model_water.id, "uBoard1" );
374 _uniform_model_water_uShoreColour = glGetUniformLocation( _shader_model_water.id, "uShoreColour" );
375 _uniform_model_water_uOceanColour = glGetUniformLocation( _shader_model_water.id, "uOceanColour" );
376 _uniform_model_water_g_world_depth = glGetUniformLocation( _shader_model_water.id, "g_world_depth" );
377 }
378 #endif /* SHADER_model_water_H */