1 #ifndef SHADER_scene_override_H
2 #define SHADER_scene_override_H
3 static void shader_scene_override_link(void);
4 static void shader_scene_override_register(void);
5 static struct vg_shader _shader_scene_override
= {
6 .name
= "scene_override",
7 .link
= shader_scene_override_link
,
10 .orig_file
= "shaders/scene_override.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
17 "const float k_motion_lerp_amount = 0.01;\n"
21 "out vec3 aMotionVec0;\n"
22 "out vec3 aMotionVec1;\n"
24 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
26 " // This magically solves some artifacting errors!\n"
28 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
30 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
31 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
36 "uniform mat4x3 uMdl;\n"
38 "uniform mat4 uPvmPrev;\n"
39 "uniform mat3 uNormalMtx;\n"
44 "out vec3 aWorldCo;\n"
48 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
49 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
50 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
52 " vs_motion_out( vproj0, vproj1 );\n"
54 " gl_Position = vproj0;\n"
57 " aNorm = vec4( a_norm.xyz, a_norm.w );\n"
59 " aWorldCo = world_pos0;\n"
64 .orig_file
= "shaders/scene_override.fs",
66 "uniform sampler2D uTexGarbage;\n"
67 "uniform sampler2D uTexMain;\n"
68 "uniform vec3 uCamera;\n"
69 "uniform vec4 uPlane;\n"
71 "uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
72 "uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n"
73 "uniform bool uAlphatest;\n"
84 "layout (location = 0) out vec4 oColour;\n"
86 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
87 "layout (std140) uniform ub_world_lighting\n"
90 " vec4 g_cube_inv_range;\n"
92 " vec4 g_water_plane;\n"
93 " vec4 g_depth_bounds;\n"
95 " vec4 g_daysky_colour;\n"
96 " vec4 g_nightsky_colour;\n"
97 " vec4 g_sunset_colour;\n"
98 " vec4 g_ambient_colour;\n"
99 " vec4 g_sunset_ambient;\n"
100 " vec4 g_sun_colour;\n"
105 " float g_water_fog;\n"
107 " float g_realtime;\n"
108 " float g_shadow_length;\n"
109 " float g_shadow_spread;\n"
111 " float g_time_of_day;\n"
112 " float g_day_phase;\n"
113 " float g_sunset_phase;\n"
115 " int g_light_preview;\n"
116 " int g_shadow_samples;\n"
118 " int g_debug_indices;\n"
119 " int g_debug_complexity;\n"
122 "uniform sampler2D g_world_depth;\n"
123 "uniform samplerBuffer uLightsArray;\n"
124 "uniform usampler3D uLightsIndex;\n"
127 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
128 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
129 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
130 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
131 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
132 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
134 "const float SUN_ANGLE = 0.0001;\n"
135 "const float PI = 3.14159265;\n"
137 "//struct world_info\n"
147 "float luminance( vec3 v )\n"
149 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
152 "vec3 clearskies_ambient( vec3 dir )\n"
154 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
155 " float sky_gradient = dir.y;\n"
157 " /* Blend phase colours */\n"
158 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
159 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
160 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
162 " /* Add gradient */\n"
163 " ambient -= sky_gradient * luminance(ambient);\n"
168 "vec3 clearskies_sky( vec3 ray_dir )\n"
170 " ray_dir.y = abs( ray_dir.y );\n"
171 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
174 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
175 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
176 " float sun_shape = pow( sun_size, 2000.0 );\n"
177 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
179 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
180 " sun_colour *= sun_shape;\n"
182 " vec3 composite = sky_colour + sun_colour;\n"
183 " return composite;\n"
186 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
188 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
190 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
191 " g_sunset_phase );\n"
193 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
194 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
195 " * g_sun_colour.rgb * g_day_phase;\n"
197 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
198 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
199 " g_sunset_phase );\n"
201 " return ambient + (light_sun + sky_reflection) * shadow;\n"
206 "float world_depth_sample( vec3 pos )\n"
208 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
209 " return texture( g_world_depth, depth_coord ).r;\n"
212 "float world_water_depth( vec3 pos )\n"
214 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
215 " return world_depth_sample( pos ) - ref_depth;\n"
218 "float shadow_sample( vec3 co ){\n"
219 " float height_sample = world_depth_sample( co );\n"
221 " float fdelta = height_sample - co.y;\n"
222 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
225 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
226 " if( g_shadow_samples == 0 ){\n"
230 " float fspread = g_shadow_spread;\n"
231 " float flength = g_shadow_length;\n"
233 " float famt = 0.0;\n"
234 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
235 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
236 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
237 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
239 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
240 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
241 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
242 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
244 " return 1.0 - famt;\n"
247 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
249 " vec3 specdir = reflect( -dir, wnormal );\n"
250 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
253 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
255 " float dist = pow(fdist*0.0010,0.78);\n"
256 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
259 "vec3 rand33(vec3 p3)\n"
261 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
262 " p3 += dot(p3, p3.yxz+33.33);\n"
263 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
266 "vec3 scene_calculate_light( int light_index, \n"
267 " vec3 halfview, vec3 co, vec3 normal )\n"
269 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
270 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
271 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
273 " vec3 light_delta = light_co.xyz-co;\n"
274 " float dist2 = dot(light_delta,light_delta);\n"
276 " light_delta = normalize( light_delta );\n"
278 " float quadratic = dist2*100.0;\n"
279 " float attenuation = 1.0/( 1.0 + quadratic );\n"
280 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
282 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
284 " if( light_dir.w < 0.999999 ){\n"
285 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
286 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
289 " return light_colour.rgb * attenuation * falloff \n"
290 " * step( g_day_phase, light_colour.w );\n"
293 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
294 " vec3 halfview, vec3 co, vec3 normal )\n"
296 " uint light_count = packed_index & 0x3u;\n"
298 " vec3 l = vec3(0.0);\n"
300 " if( light_count >= 1u ){\n"
301 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
302 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
303 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
305 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
307 " if( light_count >= 2u ){\n"
308 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
310 " if( light_count >= 3u ){\n"
311 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
319 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
320 " float light_mask )\n"
322 " if( g_light_preview == 1 )\n"
323 " diffuse = vec3(0.75);\n"
326 " vec3 halfview = uCamera - co;\n"
327 " float fdist = length(halfview);\n"
328 " halfview /= fdist;\n"
330 " float world_shadow = newlight_compute_sun_shadow( \n"
331 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
333 " vec3 total_light = clearskies_lighting( \n"
334 " normal, min( light_mask, world_shadow ), halfview );\n"
336 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
337 " cube_coord = floor( cube_coord );\n"
339 " if( g_debug_indices == 1 )\n"
341 " return rand33(cube_coord);\n"
344 " if( g_debug_complexity == 1 )\n"
346 " ivec3 coord = ivec3( cube_coord );\n"
347 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
349 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
350 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
353 " // FIXME: this coord should absolutely must be clamped!\n"
355 " ivec3 coord = ivec3( cube_coord );\n"
356 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
359 " scene_calculate_packed_light_patch( index_sample.x,\n"
360 " halfview, co, normal ) \n"
363 " scene_calculate_packed_light_patch( index_sample.y,\n"
364 " halfview, co, normal )\n"
367 " // Take a section of the sky function to give us a matching fog colour\n"
369 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
370 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
371 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
372 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
374 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
375 " sun_colour *= sun_shape;\n"
377 " fog_colour += sun_colour;\n"
378 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
383 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
385 " vec3 pa = p - a;\n"
386 " vec3 ba = b - a;\n"
388 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
389 " return length( pa - ba*h );\n"
392 "float compute_board_shadow()\n"
394 " // player shadow\n"
395 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
396 " g_board_1.xyz )-0.1 );\n"
397 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
398 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
400 " return 1.0 - player_shadow*0.8;\n"
403 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
405 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
410 "const float k_motion_lerp_amount = 0.01;\n"
414 "layout (location = 1) out vec2 oMotionVec;\n"
416 "in vec3 aMotionVec0;\n"
417 "in vec3 aMotionVec1;\n"
419 "void compute_motion_vectors()\n"
421 " // Write motion vectors\n"
422 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
423 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
425 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
430 "vec2 smin( float a, float b, float k ){\n"
431 " float h = max( k-abs(a-b), 0.0 )/k;\n"
432 " float m = h*h*0.5;\n"
433 " float s = m*k*(1.0/2.0);\n"
436 " return vec2(a-s,m);\n"
438 " return vec2(b-s,1.0-m);\n"
442 " vec2 ssuv = gl_FragCoord.xy;\n"
443 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
444 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
446 " float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n"
447 " if( min(aCo.y*0.5 + dither, dcam + dither) < 0.51 ) discard;\n"
449 " compute_motion_vectors();\n"
451 " vec3 vfrag = vec3(0.6);\n"
452 " vec3 qnorm = aNorm.xyz;\n"
454 " qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"
455 " qnorm += vec3(0.001,0.0,0.0);\n"
457 " if( uAlphatest ){\n"
458 " vec4 vSample = texture( uTexMain, aUv );\n"
459 " if( vSample.a < 0.5 )\n"
463 " if( !gl_FrontFacing ){\n"
468 " vfrag = scene_compute_lighting( vfrag, qnorm, aCo );\n"
471 " float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
472 " float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
474 " vec2 dm = smin( d0, d1, 10.0 );\n"
475 " float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
476 " max(0.0,1.0-dm.x*0.04) * \n"
477 " max(0.0,qnorm.y);\n"
478 " vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
481 " vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
482 " float t = clamp( dot(aWorldCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
483 " vec3 p0 = uPlayerPos.xyz + v0*t;\n"
484 " float d3 = distance(p0,aWorldCo);\n"
485 " emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
487 " oColour = vec4( vfrag+emit, 1.0 );\n"
488 " oColour = vec4( vfrag, 1.0 );\n"
493 static GLuint _uniform_scene_override_uMdl
;
494 static GLuint _uniform_scene_override_uPv
;
495 static GLuint _uniform_scene_override_uPvmPrev
;
496 static GLuint _uniform_scene_override_uNormalMtx
;
497 static GLuint _uniform_scene_override_uTexGarbage
;
498 static GLuint _uniform_scene_override_uTexMain
;
499 static GLuint _uniform_scene_override_uCamera
;
500 static GLuint _uniform_scene_override_uPlane
;
501 static GLuint _uniform_scene_override_uPlayerPos
;
502 static GLuint _uniform_scene_override_uSpawnPos
;
503 static GLuint _uniform_scene_override_uAlphatest
;
504 static GLuint _uniform_scene_override_g_world_depth
;
505 static GLuint _uniform_scene_override_uLightsArray
;
506 static GLuint _uniform_scene_override_uLightsIndex
;
507 static void shader_scene_override_uMdl(m4x3f m
){
508 glUniformMatrix4x3fv(_uniform_scene_override_uMdl
,1,GL_FALSE
,(float*)m
);
510 static void shader_scene_override_uPv(m4x4f m
){
511 glUniformMatrix4fv(_uniform_scene_override_uPv
,1,GL_FALSE
,(float*)m
);
513 static void shader_scene_override_uPvmPrev(m4x4f m
){
514 glUniformMatrix4fv(_uniform_scene_override_uPvmPrev
,1,GL_FALSE
,(float*)m
);
516 static void shader_scene_override_uNormalMtx(m3x3f m
){
517 glUniformMatrix3fv(_uniform_scene_override_uNormalMtx
,1,GL_FALSE
,(float*)m
);
519 static void shader_scene_override_uTexGarbage(int i
){
520 glUniform1i(_uniform_scene_override_uTexGarbage
,i
);
522 static void shader_scene_override_uTexMain(int i
){
523 glUniform1i(_uniform_scene_override_uTexMain
,i
);
525 static void shader_scene_override_uCamera(v3f v
){
526 glUniform3fv(_uniform_scene_override_uCamera
,1,v
);
528 static void shader_scene_override_uPlane(v4f v
){
529 glUniform4fv(_uniform_scene_override_uPlane
,1,v
);
531 static void shader_scene_override_uPlayerPos(v4f v
){
532 glUniform4fv(_uniform_scene_override_uPlayerPos
,1,v
);
534 static void shader_scene_override_uSpawnPos(v4f v
){
535 glUniform4fv(_uniform_scene_override_uSpawnPos
,1,v
);
537 static void shader_scene_override_uAlphatest(int b
){
538 glUniform1i(_uniform_scene_override_uAlphatest
,b
);
540 static void shader_scene_override_g_world_depth(int i
){
541 glUniform1i(_uniform_scene_override_g_world_depth
,i
);
543 static void shader_scene_override_register(void){
544 vg_shader_register( &_shader_scene_override
);
546 static void shader_scene_override_use(void){ glUseProgram(_shader_scene_override
.id
); }
547 static void shader_scene_override_link(void){
548 _uniform_scene_override_uMdl
= glGetUniformLocation( _shader_scene_override
.id
, "uMdl" );
549 _uniform_scene_override_uPv
= glGetUniformLocation( _shader_scene_override
.id
, "uPv" );
550 _uniform_scene_override_uPvmPrev
= glGetUniformLocation( _shader_scene_override
.id
, "uPvmPrev" );
551 _uniform_scene_override_uNormalMtx
= glGetUniformLocation( _shader_scene_override
.id
, "uNormalMtx" );
552 _uniform_scene_override_uTexGarbage
= glGetUniformLocation( _shader_scene_override
.id
, "uTexGarbage" );
553 _uniform_scene_override_uTexMain
= glGetUniformLocation( _shader_scene_override
.id
, "uTexMain" );
554 _uniform_scene_override_uCamera
= glGetUniformLocation( _shader_scene_override
.id
, "uCamera" );
555 _uniform_scene_override_uPlane
= glGetUniformLocation( _shader_scene_override
.id
, "uPlane" );
556 _uniform_scene_override_uPlayerPos
= glGetUniformLocation( _shader_scene_override
.id
, "uPlayerPos" );
557 _uniform_scene_override_uSpawnPos
= glGetUniformLocation( _shader_scene_override
.id
, "uSpawnPos" );
558 _uniform_scene_override_uAlphatest
= glGetUniformLocation( _shader_scene_override
.id
, "uAlphatest" );
559 _uniform_scene_override_g_world_depth
= glGetUniformLocation( _shader_scene_override
.id
, "g_world_depth" );
560 _uniform_scene_override_uLightsArray
= glGetUniformLocation( _shader_scene_override
.id
, "uLightsArray" );
561 _uniform_scene_override_uLightsIndex
= glGetUniformLocation( _shader_scene_override
.id
, "uLightsIndex" );
563 #endif /* SHADER_scene_override_H */