needs a lot of cleaning but lights are OK
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_standard.h
1 #ifndef SHADER_scene_standard_H
2 #define SHADER_scene_standard_H
3 static void shader_scene_standard_link(void);
4 static void shader_scene_standard_register(void);
5 static struct vg_shader _shader_scene_standard = {
6 .name = "scene_standard",
7 .link = shader_scene_standard_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 "layout (location=3) in ivec4 a_lights;\n"
16 "\n"
17 "#line 1 1 \n"
18 "const float k_motion_lerp_amount = 0.01;\n"
19 "\n"
20 "#line 2 0 \n"
21 "\n"
22 "out vec3 aMotionVec0;\n"
23 "out vec3 aMotionVec1;\n"
24 "\n"
25 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
26 "{\n"
27 " // This magically solves some artifacting errors!\n"
28 " //\n"
29 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
30 "\n"
31 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
32 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
33 "}\n"
34 "\n"
35 "#line 7 0 \n"
36 "\n"
37 "uniform mat4x3 uMdl;\n"
38 "uniform mat4 uPv;\n"
39 "uniform mat4 uPvmPrev;\n"
40 "\n"
41 "out vec2 aUv;\n"
42 "out vec4 aNorm;\n"
43 "out vec3 aCo;\n"
44 "out vec3 aWorldCo;\n"
45 "\n"
46 "flat out ivec4 light_indices;\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 "\n"
58 " aUv = a_uv;\n"
59 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
60 " aCo = a_co;\n"
61 " aWorldCo = world_pos0;\n"
62 "\n"
63 " light_indices = a_lights;\n"
64 "}\n"
65 ""},
66 .fs =
67 {
68 .orig_file = "shaders/scene_standard.fs",
69 .static_src =
70 "uniform sampler2D uTexGarbage;\n"
71 "uniform sampler2D uTexMain;\n"
72 "uniform vec3 uCamera;\n"
73 "uniform vec4 uPlane;\n"
74 "uniform vec3 uBoard0;\n"
75 "uniform vec3 uBoard1;\n"
76 "\n"
77 "#line 1 1 \n"
78 "// :D\n"
79 "\n"
80 "in vec2 aUv;\n"
81 "in vec4 aNorm;\n"
82 "in vec3 aCo;\n"
83 "in vec3 aWorldCo;\n"
84 "flat in ivec4 light_indices;\n"
85 "\n"
86 "uniform samplerBuffer uLightsArray;\n"
87 "\n"
88 "#line 1 1 \n"
89 "layout (location = 0) out vec4 oColour;\n"
90 "\n"
91 "layout (std140) uniform ub_world_lighting\n"
92 "{\n"
93 " vec4 g_light_colours[3];\n"
94 " vec4 g_light_directions[3];\n"
95 " vec4 g_ambient_colour;\n"
96 "\n"
97 " vec4 g_water_plane;\n"
98 " vec4 g_depth_bounds;\n"
99 " float g_water_fog;\n"
100 " float g_time;\n"
101 " int g_light_count;\n"
102 " int g_light_preview;\n"
103 " int g_shadow_samples;\n"
104 "\n"
105 " // g_time ?\n"
106 "\n"
107 " //vec4 g_point_light_positions[32];\n"
108 " //vec4 g_point_light_colours[32];\n"
109 "};\n"
110 "\n"
111 "uniform sampler2D g_world_depth;\n"
112 "\n"
113 "float world_depth_sample( vec3 pos )\n"
114 "{\n"
115 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
116 " return texture( g_world_depth, depth_coord ).r;\n"
117 "}\n"
118 "\n"
119 "float world_water_depth( vec3 pos )\n"
120 "{\n"
121 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
122 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
123 " return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
124 "}\n"
125 "\n"
126 "float shadow_sample( vec3 vdir )\n"
127 "{\n"
128 " vec3 sample_pos = aWorldCo + vdir;\n"
129 " float height_sample = world_depth_sample( sample_pos );\n"
130 "\n"
131 " float fdelta = height_sample - sample_pos.y;\n"
132 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
133 "}\n"
134 "\n"
135 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
136 "{\n"
137 " float dist = pow(fdist*0.0008,1.2);\n"
138 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
139 "}\n"
140 "\n"
141 "\n"
142 "// New lighting model\n"
143 "\n"
144 "vec3 newlight_compute_ambient()\n"
145 "{\n"
146 " return g_ambient_colour.rgb;\n"
147 "}\n"
148 "\n"
149 "float newlight_compute_sun_shadow( vec3 dir )\n"
150 "{\n"
151 " if( g_shadow_samples == 0 )\n"
152 " {\n"
153 " return 1.0;\n"
154 " }\n"
155 "\n"
156 " float fspread = g_light_colours[0].w;\n"
157 " vec3 vdir = dir;\n"
158 " float flength = g_light_directions[0].w;\n"
159 "\n"
160 " float famt = 0.0;\n"
161 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
162 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
163 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
164 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
165 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
166 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
167 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
168 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
169 "\n"
170 " return 1.0 - famt;\n"
171 "}\n"
172 "\n"
173 "vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
174 "{\n"
175 " vec3 vtotal = g_ambient_colour.rgb;\n"
176 "\n"
177 " for( int i=0; i<g_light_count; i++ )\n"
178 " {\n"
179 " vec3 vcolour = g_light_colours[i].rgb;\n"
180 " vec3 vdir = g_light_directions[i].xyz;\n"
181 "\n"
182 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
183 " vtotal += vcolour*flight;\n"
184 " }\n"
185 "\n"
186 " return vtotal;\n"
187 "}\n"
188 "\n"
189 "vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
190 "{\n"
191 " vec3 vcolour = g_light_colours[0].rgb;\n"
192 " vec3 vdir = g_light_directions[0].xyz;\n"
193 "\n"
194 " vec3 specdir = reflect( -vdir, wnormal );\n"
195 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
196 " return vcolour*spec*fintensity;\n"
197 "}\n"
198 "\n"
199 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
200 "{\n"
201 " vec3 specdir = reflect( -dir, wnormal );\n"
202 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
203 "}\n"
204 "\n"
205 "vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
206 " vec3 light_colour, vec3 light_pos )\n"
207 "{\n"
208 " vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
209 "\n"
210 " float quadratic = dot(light_delta,light_delta);\n"
211 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
212 " attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
213 "\n"
214 " return light_colour*attenuation;\n"
215 "}\n"
216 "\n"
217 "vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
218 " vec3 light_colour, vec3 light_pos,\n"
219 " vec4 light_dir )\n"
220 "{\n"
221 " vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
222 "\n"
223 " float quadratic = dot(light_delta,light_delta);\n"
224 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
225 "\n"
226 " light_delta = normalize( light_delta );\n"
227 " attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
228 "\n"
229 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
230 " falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
231 "\n"
232 " return light_colour*attenuation*falloff;\n"
233 "}\n"
234 "\n"
235 "#line 12 0 \n"
236 "#line 1 2 \n"
237 "const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
238 "const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
239 "const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
240 "const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
241 "const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
242 "const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n"
243 "\n"
244 "const float SUN_ANGLE = 0.0001;\n"
245 "const float TIME_RATE = 0.025;\n"
246 "\n"
247 "const float PI = 3.14159265;\n"
248 "\n"
249 "struct world_info\n"
250 "{\n"
251 " float time,\n"
252 " time_of_day,\n"
253 " day_phase,\n"
254 " sunset_phase;\n"
255 " \n"
256 " vec3 sun_dir;\n"
257 "};\n"
258 "\n"
259 "float luminance( vec3 v )\n"
260 "{\n"
261 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
262 "}\n"
263 "\n"
264 "vec3 scene_ambient( vec3 dir, const world_info w )\n"
265 "{\n"
266 " float sun_azimuth = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n"
267 " float sky_gradient = dir.y;\n"
268 " \n"
269 " /* Blend phase colours */\n"
270 " vec3 ambient = DAYSKY_COLOUR * (w.day_phase-w.sunset_phase*0.1);\n"
271 " ambient += SUNSET_COLOUR * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n"
272 " ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n"
273 " \n"
274 " /* Add gradient */\n"
275 " ambient -= sky_gradient * luminance(ambient);\n"
276 " \n"
277 " return ambient;\n"
278 "}\n"
279 "\n"
280 "vec3 scene_sky( vec3 ray_dir, const world_info w )\n"
281 "{\n"
282 " ray_dir.y = abs( ray_dir.y );\n"
283 " vec3 sky_colour = scene_ambient( ray_dir, w );\n"
284 " \n"
285 " /* Sun */\n"
286 " float sun_theta = dot( ray_dir, w.sun_dir );\n"
287 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
288 " float sun_shape = pow( sun_size, 2000.0 );\n"
289 " sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n"
290 " \n"
291 " vec3 sun_colour = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n"
292 " sun_colour *= sun_shape;\n"
293 " \n"
294 " vec3 composite = sky_colour + sun_colour;\n"
295 " return composite;\n"
296 "}\n"
297 "\n"
298 "vec3 scene_compute_ambient( vec3 normal, const world_info w )\n"
299 "{\n"
300 " return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n"
301 "}\n"
302 "\n"
303 "vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n"
304 "{\n"
305 " vec3 dir3 = vec3\n"
306 " (\n"
307 " cos(dir.y) * cos(dir.x),\n"
308 " sin(dir.x),\n"
309 " sin(dir.y) * cos(dir.x)\n"
310 " );\n"
311 "\n"
312 " float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n"
313 " \n"
314 " return flight * colour;\n"
315 "}\n"
316 "\n"
317 "vec3 scene_lighting_old( vec3 normal, const world_info w )\n"
318 "{\n"
319 " vec3 SR_COLOUR_SUN = vec3( 1.36, 1.35, 1.01 );\n"
320 " vec3 SR_COLOUR_FILL = vec3( 0.33, 0.56, 0.64 );\n"
321 " vec3 SR_COLOUR_RIM = vec3( 0.05, 0.05, 0.23 );\n"
322 " \n"
323 " return SR_LIGHT( normal, vec2( 0.63, -0.08 ), SR_COLOUR_SUN ) +\n"
324 " SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n"
325 " SR_LIGHT( normal, vec2( 2.60, -0.84 ), SR_COLOUR_RIM ) ;\n"
326 "}\n"
327 "\n"
328 "vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n"
329 "{\n"
330 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
331 "\n"
332 " vec3 sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n"
333 " vec3 light_sun = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n"
334 " * w.day_phase;\n"
335 "\n"
336 " float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n"
337 "\n"
338 " vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
339 "\n"
340 " return ambient + (light_sun + sky_reflection) * shadow;\n"
341 "\n"
342 "\n"
343 "\n"
344 "\n"
345 "\n"
346 "\n"
347 " float sun_theta = dot( normal, w.sun_dir );\n"
348 "\n"
349 " float softness_min = 0.5;\n"
350 " float softness = softness_min + w.sunset_phase * (1.0-softness_min);\n"
351 " float light_min = 0.0 * w.day_phase;\n"
352 " float light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n"
353 " light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n"
354 " \n"
355 " float light_bounce = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n"
356 " light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n"
357 " \n"
358 " vec3 light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n"
359 " vec3 dark_colour = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
360 " \n"
361 " float spec = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n"
362 " * 0.2 * shadow * w.day_phase;\n"
363 " \n"
364 " return mix(dark_colour, light_colour, light_direct) + \n"
365 " spec +\n"
366 " dark_colour * light_bounce;\n"
367 "}\n"
368 "\n"
369 "void scene_state( float world_time, out world_info w )\n"
370 "{\n"
371 " w.time = world_time;\n"
372 " w.time_of_day = fract( w.time );\n"
373 " w.day_phase = cos( w.time_of_day * PI * 2.0 ) * 0.5 + 0.5;\n"
374 " w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n"
375 " w.sunset_phase = pow( w.sunset_phase, 6.0 );\n"
376 " \n"
377 " float a = w.time_of_day * PI * 2.0;\n"
378 " w.sun_dir = normalize( vec3( sin( a ), cos( a ), 0.2) );\n"
379 "}\n"
380 "\n"
381 "\n"
382 "#line 13 0 \n"
383 "\n"
384 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
385 "{\n"
386 " vec3 pa = p - a;\n"
387 " vec3 ba = b - a;\n"
388 "\n"
389 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
390 " return length( pa - ba*h );\n"
391 "}\n"
392 "\n"
393 "float compute_board_shadow()\n"
394 "{\n"
395 " // player shadow\n"
396 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-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"
399 "\n"
400 " return 1.0 - player_shadow*0.8;\n"
401 "}\n"
402 "\n"
403 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
404 "{\n"
405 " float dist = pow(fdist*0.0010,0.78);\n"
406 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
407 "}\n"
408 "\n"
409 "vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
410 "{\n"
411 " world_info world;\n"
412 " scene_state( g_time, world );\n"
413 "\n"
414 " // Lighting\n"
415 " vec3 halfview = uCamera - aWorldCo;\n"
416 " float fdist = length(halfview);\n"
417 " halfview /= fdist;\n"
418 "\n"
419 " vec3 total_light = vec3(0.0);\n"
420 "\n"
421 "\n"
422 " float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n"
423 " * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
424 " float board_shadow = compute_board_shadow();\n"
425 "\n"
426 " total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n"
427 " halfview, world );\n"
428 "\n"
429 " //total_light += scene_lighting_old( wnormal, world );\n"
430 "\n"
431 " // Compute the other lights that exist in the map, not effected by the sun\n"
432 " // shadow\n"
433 "\n"
434 " // read lights\n"
435 " vec4 light_colour_0 = texelFetch( uLightsArray, light_indices.x*3+0 );\n"
436 " vec4 light_colour_1 = texelFetch( uLightsArray, light_indices.y*3+0 );\n"
437 " vec4 light_colour_2 = texelFetch( uLightsArray, light_indices.z*3+0 );\n"
438 " vec4 light_co_0 = texelFetch( uLightsArray, light_indices.x*3+1 );\n"
439 " vec4 light_co_1 = texelFetch( uLightsArray, light_indices.y*3+1 );\n"
440 " vec4 light_co_2 = texelFetch( uLightsArray, light_indices.z*3+1 );\n"
441 " vec4 light_dir_0 = texelFetch( uLightsArray, light_indices.x*3+2 );\n"
442 " vec4 light_dir_1 = texelFetch( uLightsArray, light_indices.y*3+2 );\n"
443 " vec4 light_dir_2 = texelFetch( uLightsArray, light_indices.z*3+2 );\n"
444 "\n"
445 " //return vec3(fract(distance(light_co_0.xyz,aWorldCo)),\n"
446 " // fract(distance(light_co_1.xyz,aWorldCo)),\n"
447 " // fract(distance(light_co_2.xyz,aWorldCo)));\n"
448 "\n"
449 " // return vec3(fract(light_indices.x * 0.125), fract(light_indices.y*0.125),\n"
450 " // fract(light_indices.z * 0.125 ));\n"
451 "\n"
452 " total_light += newlight_compute_spot\n"
453 " ( \n"
454 " wnormal, halfview,\n"
455 " light_colour_0.rgb,\n"
456 " light_co_0.xyz,\n"
457 " light_dir_0\n"
458 " ) * board_shadow;\n"
459 "\n"
460 " total_light += newlight_compute_spot\n"
461 " ( \n"
462 " wnormal, halfview,\n"
463 " light_colour_1.rgb,\n"
464 " light_co_1.xyz,\n"
465 " light_dir_1\n"
466 " ) * board_shadow;\n"
467 " total_light += newlight_compute_spot\n"
468 " ( \n"
469 " wnormal, halfview,\n"
470 " light_colour_2.rgb,\n"
471 " light_co_2.xyz,\n"
472 " light_dir_2\n"
473 " ) * board_shadow;\n"
474 "\n"
475 " vec3 fog_colour = scene_sky( -halfview, world );\n"
476 " \n"
477 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
478 "}\n"
479 "\n"
480 "#line 9 0 \n"
481 "#line 1 2 \n"
482 "const float k_motion_lerp_amount = 0.01;\n"
483 "\n"
484 "#line 2 0 \n"
485 "\n"
486 "layout (location = 1) out vec2 oMotionVec;\n"
487 "\n"
488 "in vec3 aMotionVec0;\n"
489 "in vec3 aMotionVec1;\n"
490 "\n"
491 "void compute_motion_vectors()\n"
492 "{\n"
493 " // Write motion vectors\n"
494 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
495 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
496 "\n"
497 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
498 "}\n"
499 "\n"
500 "#line 10 0 \n"
501 "\n"
502 "void main()\n"
503 "{\n"
504 " compute_motion_vectors();\n"
505 "\n"
506 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
507 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
508 " vec3 qnorm = aNorm.xyz;\n"
509 "\n"
510 " vfrag = vsamplemain.rgb;\n"
511 "\n"
512 " if( g_light_preview == 1 )\n"
513 " {\n"
514 " vfrag = vec3(0.5);\n"
515 " }\n"
516 "\n"
517 " vfrag = scene_do_lighting( vfrag, qnorm );\n"
518 " oColour = vec4( vfrag, 1.0 );\n"
519 "}\n"
520 ""},
521 };
522
523 static GLuint _uniform_scene_standard_uMdl;
524 static GLuint _uniform_scene_standard_uPv;
525 static GLuint _uniform_scene_standard_uPvmPrev;
526 static GLuint _uniform_scene_standard_uTexGarbage;
527 static GLuint _uniform_scene_standard_uTexMain;
528 static GLuint _uniform_scene_standard_uCamera;
529 static GLuint _uniform_scene_standard_uPlane;
530 static GLuint _uniform_scene_standard_uBoard0;
531 static GLuint _uniform_scene_standard_uBoard1;
532 static GLuint _uniform_scene_standard_uLightsArray;
533 static GLuint _uniform_scene_standard_g_world_depth;
534 static void shader_scene_standard_uMdl(m4x3f m){
535 glUniformMatrix4x3fv(_uniform_scene_standard_uMdl,1,GL_FALSE,(float*)m);
536 }
537 static void shader_scene_standard_uPv(m4x4f m){
538 glUniformMatrix4fv(_uniform_scene_standard_uPv,1,GL_FALSE,(float*)m);
539 }
540 static void shader_scene_standard_uPvmPrev(m4x4f m){
541 glUniformMatrix4fv(_uniform_scene_standard_uPvmPrev,1,GL_FALSE,(float*)m);
542 }
543 static void shader_scene_standard_uTexGarbage(int i){
544 glUniform1i(_uniform_scene_standard_uTexGarbage,i);
545 }
546 static void shader_scene_standard_uTexMain(int i){
547 glUniform1i(_uniform_scene_standard_uTexMain,i);
548 }
549 static void shader_scene_standard_uCamera(v3f v){
550 glUniform3fv(_uniform_scene_standard_uCamera,1,v);
551 }
552 static void shader_scene_standard_uPlane(v4f v){
553 glUniform4fv(_uniform_scene_standard_uPlane,1,v);
554 }
555 static void shader_scene_standard_uBoard0(v3f v){
556 glUniform3fv(_uniform_scene_standard_uBoard0,1,v);
557 }
558 static void shader_scene_standard_uBoard1(v3f v){
559 glUniform3fv(_uniform_scene_standard_uBoard1,1,v);
560 }
561 static void shader_scene_standard_g_world_depth(int i){
562 glUniform1i(_uniform_scene_standard_g_world_depth,i);
563 }
564 static void shader_scene_standard_register(void){
565 vg_shader_register( &_shader_scene_standard );
566 }
567 static void shader_scene_standard_use(void){ glUseProgram(_shader_scene_standard.id); }
568 static void shader_scene_standard_link(void){
569 _uniform_scene_standard_uMdl = glGetUniformLocation( _shader_scene_standard.id, "uMdl" );
570 _uniform_scene_standard_uPv = glGetUniformLocation( _shader_scene_standard.id, "uPv" );
571 _uniform_scene_standard_uPvmPrev = glGetUniformLocation( _shader_scene_standard.id, "uPvmPrev" );
572 _uniform_scene_standard_uTexGarbage = glGetUniformLocation( _shader_scene_standard.id, "uTexGarbage" );
573 _uniform_scene_standard_uTexMain = glGetUniformLocation( _shader_scene_standard.id, "uTexMain" );
574 _uniform_scene_standard_uCamera = glGetUniformLocation( _shader_scene_standard.id, "uCamera" );
575 _uniform_scene_standard_uPlane = glGetUniformLocation( _shader_scene_standard.id, "uPlane" );
576 _uniform_scene_standard_uBoard0 = glGetUniformLocation( _shader_scene_standard.id, "uBoard0" );
577 _uniform_scene_standard_uBoard1 = glGetUniformLocation( _shader_scene_standard.id, "uBoard1" );
578 _uniform_scene_standard_uLightsArray = glGetUniformLocation( _shader_scene_standard.id, "uLightsArray" );
579 _uniform_scene_standard_g_world_depth = glGetUniformLocation( _shader_scene_standard.id, "g_world_depth" );
580 }
581 #endif /* SHADER_scene_standard_H */