mini world rendering adjustments
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_position.h
1 #ifndef SHADER_scene_position_H
2 #define SHADER_scene_position_H
3 static void shader_scene_position_link(void);
4 static void shader_scene_position_register(void);
5 static struct vg_shader _shader_scene_position = {
6 .name = "scene_position",
7 .link = shader_scene_position_link,
8 .vs =
9 {
10 .orig_file = "shaders/scene.vs",
11 .static_src =
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"
15 "\n"
16 "#line 1 1 \n"
17 "const float k_motion_lerp_amount = 0.01;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "out vec3 aMotionVec0;\n"
22 "out vec3 aMotionVec1;\n"
23 "\n"
24 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
25 "{\n"
26 " // This magically solves some artifacting errors!\n"
27 " //\n"
28 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
29 "\n"
30 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
31 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
32 "}\n"
33 "\n"
34 "#line 6 0 \n"
35 "\n"
36 "uniform mat4x3 uMdl;\n"
37 "uniform mat4 uPv;\n"
38 "uniform mat4 uPvmPrev;\n"
39 "\n"
40 "out vec2 aUv;\n"
41 "out vec4 aNorm;\n"
42 "out vec3 aCo;\n"
43 "out vec3 aWorldCo;\n"
44 "\n"
45 "void main()\n"
46 "{\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"
50 "\n"
51 " vs_motion_out( vproj0, vproj1 );\n"
52 "\n"
53 " gl_Position = vproj0;\n"
54 "\n"
55 " aUv = a_uv;\n"
56 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
57 " aCo = a_co;\n"
58 " aWorldCo = world_pos0;\n"
59 "}\n"
60 ""},
61 .fs =
62 {
63 .orig_file = "shaders/scene_position.fs",
64 .static_src =
65 "out vec4 FragColor;\n"
66 "\n"
67 "uniform vec3 uCamera;\n"
68 "uniform vec3 uBoard0;\n"
69 "uniform vec3 uBoard1;\n"
70 "\n"
71 "#line 1 1 \n"
72 "// :D\n"
73 "\n"
74 "in vec2 aUv;\n"
75 "in vec4 aNorm;\n"
76 "in vec3 aCo;\n"
77 "in vec3 aWorldCo;\n"
78 "\n"
79 "#line 1 1 \n"
80 "layout (location = 0) out vec4 oColour;\n"
81 "\n"
82 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
83 "layout (std140) uniform ub_world_lighting\n"
84 "{\n"
85 " vec4 g_cube_min;\n"
86 " vec4 g_cube_inv_range;\n"
87 "\n"
88 " vec4 g_water_plane;\n"
89 " vec4 g_depth_bounds;\n"
90 "\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"
97 " vec4 g_sun_dir;\n"
98 " vec4 g_board_0;\n"
99 " vec4 g_board_1;\n"
100 "\n"
101 " float g_water_fog;\n"
102 " float g_time;\n"
103 " float g_realtime;\n"
104 " float g_shadow_length;\n"
105 " float g_shadow_spread;\n"
106 "\n"
107 " float g_time_of_day;\n"
108 " float g_day_phase;\n"
109 " float g_sunset_phase;\n"
110 "\n"
111 " int g_light_preview;\n"
112 " int g_shadow_samples;\n"
113 "\n"
114 " int g_debug_indices;\n"
115 " int g_debug_complexity;\n"
116 "};\n"
117 "\n"
118 "uniform sampler2D g_world_depth;\n"
119 "uniform samplerBuffer uLightsArray;\n"
120 "uniform usampler3D uLightsIndex;\n"
121 "\n"
122 "#line 1 1 \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"
129 "\n"
130 "const float SUN_ANGLE = 0.0001;\n"
131 "const float PI = 3.14159265358979323846264;\n"
132 "\n"
133 "//struct world_info\n"
134 "//{\n"
135 "// float time,\n"
136 "// time_of_day,\n"
137 "// day_phase,\n"
138 "// sunset_phase;\n"
139 "// \n"
140 "// vec3 sun_dir;\n"
141 "//};\n"
142 "\n"
143 "vec3 rand33(vec3 p3)\n"
144 "{\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"
148 "}\n"
149 "\n"
150 "float stars( vec3 rd, float rr, float size ){\n"
151 " vec3 co = rd * rr;\n"
152 "\n"
153 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
154 "\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"
158 "\n"
159 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
160 " \n"
161 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
162 " plane = plane - mod(plane, PI / count);\n"
163 "\n"
164 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
165 "\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"
171 " return star;\n"
172 "}\n"
173 "\n"
174 "float luminance( vec3 v )\n"
175 "{\n"
176 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
177 "}\n"
178 "\n"
179 "vec3 clearskies_ambient( vec3 dir )\n"
180 "{\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"
183 " \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"
188 " \n"
189 " /* Add gradient */\n"
190 " ambient -= sky_gradient * luminance(ambient);\n"
191 " \n"
192 " return ambient;\n"
193 "}\n"
194 "\n"
195 "vec3 clearskies_sky( vec3 ray_dir )\n"
196 "{\n"
197 " ray_dir.y = abs( ray_dir.y );\n"
198 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
199 " \n"
200 " /* Sun */\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"
205 " \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"
208 "\n"
209 "\n"
210 " float star = 0.0;\n"
211 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
212 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
213 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));\n"
214 " }\n"
215 " \n"
216 " vec3 composite = sky_colour + sun_colour + star*10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
217 " return composite;\n"
218 "}\n"
219 "\n"
220 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
221 "{\n"
222 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
223 "\n"
224 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
225 " g_sunset_phase );\n"
226 "\n"
227 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
228 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
229 " * g_sun_colour.rgb * g_day_phase;\n"
230 "\n"
231 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
232 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
233 " g_sunset_phase );\n"
234 "\n"
235 " return ambient + (light_sun + sky_reflection) * shadow;\n"
236 "}\n"
237 "\n"
238 "#line 44 0 \n"
239 "\n"
240 "float world_depth_sample( vec3 pos )\n"
241 "{\n"
242 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
243 " return texture( g_world_depth, depth_coord ).r;\n"
244 "}\n"
245 "\n"
246 "float world_water_depth( vec3 pos )\n"
247 "{\n"
248 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
249 " return world_depth_sample( pos ) - ref_depth;\n"
250 "}\n"
251 "\n"
252 "float shadow_sample( vec3 co ){\n"
253 " float height_sample = world_depth_sample( co );\n"
254 "\n"
255 " float fdelta = height_sample - co.y;\n"
256 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
257 "}\n"
258 "\n"
259 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
260 " if( g_shadow_samples == 0 ){\n"
261 " return 1.0;\n"
262 " }\n"
263 "\n"
264 " float fspread = g_shadow_spread;\n"
265 " float flength = g_shadow_length;\n"
266 "\n"
267 " float famt = 0.0;\n"
268 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
269 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
270 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
271 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
272 "\n"
273 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
274 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
275 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
276 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
277 "\n"
278 " return 1.0 - famt;\n"
279 "}\n"
280 "\n"
281 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
282 "{\n"
283 " vec3 specdir = reflect( -dir, wnormal );\n"
284 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
285 "}\n"
286 "\n"
287 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
288 " float dist = pow(fdist*0.0010,0.78);\n"
289 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
290 "}\n"
291 "\n"
292 "vec3 scene_calculate_light( int light_index, \n"
293 " vec3 halfview, vec3 co, vec3 normal )\n"
294 "{\n"
295 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
296 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
297 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
298 "\n"
299 " vec3 light_delta = light_co.xyz-co;\n"
300 " float dist2 = dot(light_delta,light_delta);\n"
301 "\n"
302 " light_delta = normalize( light_delta );\n"
303 "\n"
304 " float quadratic = dist2*100.0;\n"
305 " float attenuation = 1.0/( 1.0 + quadratic );\n"
306 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
307 "\n"
308 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
309 "\n"
310 " if( light_dir.w < 0.999999 ){\n"
311 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
312 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
313 " }\n"
314 "\n"
315 " return light_colour.rgb * attenuation * falloff \n"
316 " * step( g_day_phase, light_colour.w );\n"
317 "}\n"
318 "\n"
319 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
320 " vec3 halfview, vec3 co, vec3 normal )\n"
321 "{\n"
322 " uint light_count = packed_index & 0x3u;\n"
323 "\n"
324 " vec3 l = vec3(0.0);\n"
325 "\n"
326 " if( light_count >= 1u ){\n"
327 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
328 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
329 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
330 "\n"
331 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
332 "\n"
333 " if( light_count >= 2u ){\n"
334 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
335 "\n"
336 " if( light_count >= 3u ){\n"
337 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
338 " }\n"
339 " }\n"
340 " }\n"
341 "\n"
342 " return l;\n"
343 "}\n"
344 "\n"
345 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
346 " float light_mask )\n"
347 "{\n"
348 " if( g_light_preview == 1 )\n"
349 " diffuse = vec3(0.75);\n"
350 "\n"
351 " // Lighting\n"
352 " vec3 halfview = uCamera - co;\n"
353 " float fdist = length(halfview);\n"
354 " halfview /= fdist;\n"
355 "\n"
356 " float world_shadow = newlight_compute_sun_shadow( \n"
357 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
358 "\n"
359 " vec3 total_light = clearskies_lighting( \n"
360 " normal, min( light_mask, world_shadow ), halfview );\n"
361 "\n"
362 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
363 " cube_coord = floor( cube_coord );\n"
364 "\n"
365 " if( g_debug_indices == 1 )\n"
366 " {\n"
367 " return rand33(cube_coord);\n"
368 " }\n"
369 "\n"
370 " if( g_debug_complexity == 1 )\n"
371 " {\n"
372 " ivec3 coord = ivec3( cube_coord );\n"
373 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
374 "\n"
375 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
376 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
377 " }\n"
378 "\n"
379 " // FIXME: this coord should absolutely must be clamped!\n"
380 " \n"
381 " ivec3 coord = ivec3( cube_coord );\n"
382 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
383 "\n"
384 " total_light += \n"
385 " scene_calculate_packed_light_patch( index_sample.x,\n"
386 " halfview, co, normal ) \n"
387 " * light_mask;\n"
388 " total_light += \n"
389 " scene_calculate_packed_light_patch( index_sample.y,\n"
390 " halfview, co, normal )\n"
391 " * light_mask;\n"
392 "\n"
393 " // Take a section of the sky function to give us a matching fog colour\n"
394 "\n"
395 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
396 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
397 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
398 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
399 " \n"
400 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
401 " sun_colour *= sun_shape;\n"
402 "\n"
403 " fog_colour += sun_colour;\n"
404 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
405 "}\n"
406 "\n"
407 "#line 9 0 \n"
408 "\n"
409 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
410 "{\n"
411 " vec3 pa = p - a;\n"
412 " vec3 ba = b - a;\n"
413 "\n"
414 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
415 " return length( pa - ba*h );\n"
416 "}\n"
417 "\n"
418 "float compute_board_shadow()\n"
419 "{\n"
420 " // player shadow\n"
421 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
422 " g_board_1.xyz )-0.1 );\n"
423 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
424 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
425 "\n"
426 " return 1.0 - player_shadow*0.8;\n"
427 "}\n"
428 "\n"
429 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
430 "{\n"
431 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
432 "}\n"
433 "\n"
434 "#line 8 0 \n"
435 "\n"
436 "void main()\n"
437 "{\n"
438 " float height_full = aWorldCo.y;\n"
439 " float height_water = height_full;\n"
440 "\n"
441 " if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 )\n"
442 " height_water = -99999.9;\n"
443 "\n"
444 " FragColor = vec4( height_full, height_water, 0.0, 0.0 );\n"
445 "}\n"
446 ""},
447 };
448
449 static GLuint _uniform_scene_position_uMdl;
450 static GLuint _uniform_scene_position_uPv;
451 static GLuint _uniform_scene_position_uPvmPrev;
452 static GLuint _uniform_scene_position_uCamera;
453 static GLuint _uniform_scene_position_uBoard0;
454 static GLuint _uniform_scene_position_uBoard1;
455 static GLuint _uniform_scene_position_g_world_depth;
456 static GLuint _uniform_scene_position_uLightsArray;
457 static GLuint _uniform_scene_position_uLightsIndex;
458 static void shader_scene_position_uMdl(m4x3f m){
459 glUniformMatrix4x3fv(_uniform_scene_position_uMdl,1,GL_FALSE,(float*)m);
460 }
461 static void shader_scene_position_uPv(m4x4f m){
462 glUniformMatrix4fv(_uniform_scene_position_uPv,1,GL_FALSE,(float*)m);
463 }
464 static void shader_scene_position_uPvmPrev(m4x4f m){
465 glUniformMatrix4fv(_uniform_scene_position_uPvmPrev,1,GL_FALSE,(float*)m);
466 }
467 static void shader_scene_position_uCamera(v3f v){
468 glUniform3fv(_uniform_scene_position_uCamera,1,v);
469 }
470 static void shader_scene_position_uBoard0(v3f v){
471 glUniform3fv(_uniform_scene_position_uBoard0,1,v);
472 }
473 static void shader_scene_position_uBoard1(v3f v){
474 glUniform3fv(_uniform_scene_position_uBoard1,1,v);
475 }
476 static void shader_scene_position_g_world_depth(int i){
477 glUniform1i(_uniform_scene_position_g_world_depth,i);
478 }
479 static void shader_scene_position_register(void){
480 vg_shader_register( &_shader_scene_position );
481 }
482 static void shader_scene_position_use(void){ glUseProgram(_shader_scene_position.id); }
483 static void shader_scene_position_link(void){
484 _uniform_scene_position_uMdl = glGetUniformLocation( _shader_scene_position.id, "uMdl" );
485 _uniform_scene_position_uPv = glGetUniformLocation( _shader_scene_position.id, "uPv" );
486 _uniform_scene_position_uPvmPrev = glGetUniformLocation( _shader_scene_position.id, "uPvmPrev" );
487 _uniform_scene_position_uCamera = glGetUniformLocation( _shader_scene_position.id, "uCamera" );
488 _uniform_scene_position_uBoard0 = glGetUniformLocation( _shader_scene_position.id, "uBoard0" );
489 _uniform_scene_position_uBoard1 = glGetUniformLocation( _shader_scene_position.id, "uBoard1" );
490 _uniform_scene_position_g_world_depth = glGetUniformLocation( _shader_scene_position.id, "g_world_depth" );
491 _uniform_scene_position_uLightsArray = glGetUniformLocation( _shader_scene_position.id, "uLightsArray" );
492 _uniform_scene_position_uLightsIndex = glGetUniformLocation( _shader_scene_position.id, "uLightsIndex" );
493 }
494 #endif /* SHADER_scene_position_H */