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.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"
43 "out vec3 aWorldCo;\n"
47 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
48 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
49 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
51 " vs_motion_out( vproj0, vproj1 );\n"
53 " gl_Position = vproj0;\n"
56 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
58 " aWorldCo = world_pos0;\n"
63 .orig_file
= "shaders/scene_override.fs",
65 "uniform sampler2D uTexGarbage;\n"
66 "uniform sampler2D uTexMain;\n"
67 "uniform vec3 uCamera;\n"
68 "uniform vec4 uPlane;\n"
70 "uniform vec4 uPlayerPos;\n"
71 "uniform vec4 uSpawnPos;\n"
82 "layout (location = 0) out vec4 oColour;\n"
84 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
85 "layout (std140) uniform ub_world_lighting\n"
88 " vec4 g_cube_inv_range;\n"
90 " vec4 g_water_plane;\n"
91 " vec4 g_depth_bounds;\n"
93 " vec4 g_daysky_colour;\n"
94 " vec4 g_nightsky_colour;\n"
95 " vec4 g_sunset_colour;\n"
96 " vec4 g_ambient_colour;\n"
97 " vec4 g_sunset_ambient;\n"
98 " vec4 g_sun_colour;\n"
103 " float g_water_fog;\n"
105 " float g_realtime;\n"
106 " float g_shadow_length;\n"
107 " float g_shadow_spread;\n"
109 " float g_time_of_day;\n"
110 " float g_day_phase;\n"
111 " float g_sunset_phase;\n"
113 " int g_light_preview;\n"
114 " int g_shadow_samples;\n"
116 " int g_debug_indices;\n"
117 " int g_debug_complexity;\n"
120 "uniform sampler2D g_world_depth;\n"
121 "uniform samplerBuffer uLightsArray;\n"
122 "uniform usampler3D uLightsIndex;\n"
125 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
126 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
127 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
128 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
129 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
130 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
132 "const float SUN_ANGLE = 0.0001;\n"
133 "const float PI = 3.14159265;\n"
135 "//struct world_info\n"
145 "float luminance( vec3 v )\n"
147 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
150 "vec3 clearskies_ambient( vec3 dir )\n"
152 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
153 " float sky_gradient = dir.y;\n"
155 " /* Blend phase colours */\n"
156 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
157 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
158 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
160 " /* Add gradient */\n"
161 " ambient -= sky_gradient * luminance(ambient);\n"
166 "vec3 clearskies_sky( vec3 ray_dir )\n"
168 " ray_dir.y = abs( ray_dir.y );\n"
169 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
172 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
173 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
174 " float sun_shape = pow( sun_size, 2000.0 );\n"
175 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
177 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
178 " sun_colour *= sun_shape;\n"
180 " vec3 composite = sky_colour + sun_colour;\n"
181 " return composite;\n"
184 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
186 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
188 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
189 " g_sunset_phase );\n"
191 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
192 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
193 " * g_sun_colour.rgb * g_day_phase;\n"
195 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
196 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
197 " g_sunset_phase );\n"
199 " return ambient + (light_sun + sky_reflection) * shadow;\n"
204 "float world_depth_sample( vec3 pos )\n"
206 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
207 " return texture( g_world_depth, depth_coord ).r;\n"
210 "float world_water_depth( vec3 pos )\n"
212 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
213 " return world_depth_sample( pos ) - ref_depth;\n"
216 "float shadow_sample( vec3 vdir )\n"
218 " vec3 sample_pos = aWorldCo + vdir;\n"
219 " float height_sample = world_depth_sample( sample_pos );\n"
221 " float fdelta = height_sample - sample_pos.y;\n"
222 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
225 "float newlight_compute_sun_shadow( vec3 dir )\n"
227 " if( g_shadow_samples == 0 )\n"
232 " float fspread = g_shadow_spread;\n"
233 " float flength = g_shadow_length;\n"
235 " float famt = 0.0;\n"
236 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
237 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
238 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
239 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
241 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
242 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
243 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
244 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
246 " return 1.0 - famt;\n"
249 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
251 " vec3 specdir = reflect( -dir, wnormal );\n"
252 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
255 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
257 " float dist = pow(fdist*0.0010,0.78);\n"
258 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
261 "vec3 rand33(vec3 p3)\n"
263 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
264 " p3 += dot(p3, p3.yxz+33.33);\n"
265 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
268 "vec3 scene_calculate_light( int light_index, \n"
269 " vec3 halfview, vec3 co, vec3 normal )\n"
271 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
272 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
273 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
275 " vec3 light_delta = light_co.xyz-co;\n"
276 " float dist2 = dot(light_delta,light_delta);\n"
278 " light_delta = normalize( light_delta );\n"
280 " float quadratic = dist2*100.0;\n"
281 " float attenuation = 1.0/( 1.0 + quadratic );\n"
282 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
284 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
286 " if( light_dir.w < 0.999999 ){\n"
287 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
288 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
291 " return light_colour.rgb * attenuation * falloff \n"
292 " * step( g_day_phase, light_colour.w );\n"
295 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
296 " vec3 halfview, vec3 co, vec3 normal )\n"
298 " uint light_count = packed_index & 0x3u;\n"
300 " vec3 l = vec3(0.0);\n"
302 " if( light_count >= 1u ){\n"
303 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
304 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
305 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
307 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
309 " if( light_count >= 2u ){\n"
310 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
312 " if( light_count >= 3u ){\n"
313 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
321 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
322 " float light_mask )\n"
324 " if( g_light_preview == 1 )\n"
325 " diffuse = vec3(0.75);\n"
328 " vec3 halfview = uCamera - co;\n"
329 " float fdist = length(halfview);\n"
330 " halfview /= fdist;\n"
332 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
333 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
335 " vec3 total_light = clearskies_lighting( \n"
336 " normal, min( light_mask, world_shadow ), halfview );\n"
338 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
339 " cube_coord = floor( cube_coord );\n"
341 " if( g_debug_indices == 1 )\n"
343 " return rand33(cube_coord);\n"
346 " if( g_debug_complexity == 1 )\n"
348 " ivec3 coord = ivec3( cube_coord );\n"
349 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
351 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
352 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
355 " // FIXME: this coord should absolutely must be clamped!\n"
357 " ivec3 coord = ivec3( cube_coord );\n"
358 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
361 " scene_calculate_packed_light_patch( index_sample.x,\n"
362 " halfview, co, normal ) \n"
365 " scene_calculate_packed_light_patch( index_sample.y,\n"
366 " halfview, co, normal )\n"
369 " // Take a section of the sky function to give us a matching fog colour\n"
371 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
372 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
373 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
374 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
376 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
377 " sun_colour *= sun_shape;\n"
379 " fog_colour += sun_colour;\n"
380 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
385 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
387 " vec3 pa = p - a;\n"
388 " vec3 ba = b - a;\n"
390 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
391 " return length( pa - ba*h );\n"
394 "float compute_board_shadow()\n"
396 " // player shadow\n"
397 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
398 " g_board_1.xyz )-0.1 );\n"
399 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
400 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
402 " return 1.0 - player_shadow*0.8;\n"
405 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
407 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
412 "const float k_motion_lerp_amount = 0.01;\n"
416 "layout (location = 1) out vec2 oMotionVec;\n"
418 "in vec3 aMotionVec0;\n"
419 "in vec3 aMotionVec1;\n"
421 "void compute_motion_vectors()\n"
423 " // Write motion vectors\n"
424 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
425 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
427 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
432 "vec2 smin( float a, float b, float k )\n"
434 " float h = max( k-abs(a-b), 0.0 )/k;\n"
435 " float m = h*h*0.5;\n"
436 " float s = m*k*(1.0/2.0);\n"
439 " return vec2(a-s,m);\n"
441 " return vec2(b-s,1.0-m);\n"
446 " vec2 ssuv = gl_FragCoord.xy;\n"
447 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
448 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
450 " if( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )\n"
453 " compute_motion_vectors();\n"
455 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
456 " vec3 qnorm = aNorm.xyz;\n"
458 " if( !gl_FrontFacing ){\n"
462 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
464 " float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
465 " float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
467 " vec2 dm = smin( d0, d1, 10.0 );\n"
468 " float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n"
470 " vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
475 " vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n"
476 " float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n"
477 " distance(uSpawnPos.xyz,uPlayerPos.xyz));\n"
479 " vec3 p0 = uPlayerPos.xyz + v0*t;\n"
480 " float d3 = distance(p0,aWorldCo);\n"
482 " float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n"
484 " emit += vec3(lp);\n"
486 " oColour = vec4( vfrag+emit, 1.0 );\n"
491 static GLuint _uniform_scene_override_uMdl
;
492 static GLuint _uniform_scene_override_uPv
;
493 static GLuint _uniform_scene_override_uPvmPrev
;
494 static GLuint _uniform_scene_override_uTexGarbage
;
495 static GLuint _uniform_scene_override_uTexMain
;
496 static GLuint _uniform_scene_override_uCamera
;
497 static GLuint _uniform_scene_override_uPlane
;
498 static GLuint _uniform_scene_override_uPlayerPos
;
499 static GLuint _uniform_scene_override_uSpawnPos
;
500 static GLuint _uniform_scene_override_g_world_depth
;
501 static GLuint _uniform_scene_override_uLightsArray
;
502 static GLuint _uniform_scene_override_uLightsIndex
;
503 static void shader_scene_override_uMdl(m4x3f m
){
504 glUniformMatrix4x3fv(_uniform_scene_override_uMdl
,1,GL_FALSE
,(float*)m
);
506 static void shader_scene_override_uPv(m4x4f m
){
507 glUniformMatrix4fv(_uniform_scene_override_uPv
,1,GL_FALSE
,(float*)m
);
509 static void shader_scene_override_uPvmPrev(m4x4f m
){
510 glUniformMatrix4fv(_uniform_scene_override_uPvmPrev
,1,GL_FALSE
,(float*)m
);
512 static void shader_scene_override_uTexGarbage(int i
){
513 glUniform1i(_uniform_scene_override_uTexGarbage
,i
);
515 static void shader_scene_override_uTexMain(int i
){
516 glUniform1i(_uniform_scene_override_uTexMain
,i
);
518 static void shader_scene_override_uCamera(v3f v
){
519 glUniform3fv(_uniform_scene_override_uCamera
,1,v
);
521 static void shader_scene_override_uPlane(v4f v
){
522 glUniform4fv(_uniform_scene_override_uPlane
,1,v
);
524 static void shader_scene_override_uPlayerPos(v4f v
){
525 glUniform4fv(_uniform_scene_override_uPlayerPos
,1,v
);
527 static void shader_scene_override_uSpawnPos(v4f v
){
528 glUniform4fv(_uniform_scene_override_uSpawnPos
,1,v
);
530 static void shader_scene_override_g_world_depth(int i
){
531 glUniform1i(_uniform_scene_override_g_world_depth
,i
);
533 static void shader_scene_override_register(void){
534 vg_shader_register( &_shader_scene_override
);
536 static void shader_scene_override_use(void){ glUseProgram(_shader_scene_override
.id
); }
537 static void shader_scene_override_link(void){
538 _uniform_scene_override_uMdl
= glGetUniformLocation( _shader_scene_override
.id
, "uMdl" );
539 _uniform_scene_override_uPv
= glGetUniformLocation( _shader_scene_override
.id
, "uPv" );
540 _uniform_scene_override_uPvmPrev
= glGetUniformLocation( _shader_scene_override
.id
, "uPvmPrev" );
541 _uniform_scene_override_uTexGarbage
= glGetUniformLocation( _shader_scene_override
.id
, "uTexGarbage" );
542 _uniform_scene_override_uTexMain
= glGetUniformLocation( _shader_scene_override
.id
, "uTexMain" );
543 _uniform_scene_override_uCamera
= glGetUniformLocation( _shader_scene_override
.id
, "uCamera" );
544 _uniform_scene_override_uPlane
= glGetUniformLocation( _shader_scene_override
.id
, "uPlane" );
545 _uniform_scene_override_uPlayerPos
= glGetUniformLocation( _shader_scene_override
.id
, "uPlayerPos" );
546 _uniform_scene_override_uSpawnPos
= glGetUniformLocation( _shader_scene_override
.id
, "uSpawnPos" );
547 _uniform_scene_override_g_world_depth
= glGetUniformLocation( _shader_scene_override
.id
, "g_world_depth" );
548 _uniform_scene_override_uLightsArray
= glGetUniformLocation( _shader_scene_override
.id
, "uLightsArray" );
549 _uniform_scene_override_uLightsIndex
= glGetUniformLocation( _shader_scene_override
.id
, "uLightsIndex" );
551 #endif /* SHADER_scene_override_H */