1 #ifndef SHADER_scene_terrain_H
2 #define SHADER_scene_terrain_H
3 static void shader_scene_terrain_link(void);
4 static void shader_scene_terrain_register(void);
5 static struct vg_shader _shader_scene_terrain
= {
6 .name
= "scene_terrain",
7 .link
= shader_scene_terrain_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_terrain.fs",
65 "uniform sampler2D uTexGarbage;\n"
66 "uniform sampler2D uTexGradients;\n"
67 "uniform vec3 uCamera;\n"
68 "uniform vec3 uSandColour;\n"
69 "uniform vec2 uBlendOffset;\n"
80 "layout (location = 0) out vec4 oColour;\n"
82 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
83 "layout (std140) uniform ub_world_lighting\n"
86 " vec4 g_cube_inv_range;\n"
88 " vec4 g_water_plane;\n"
89 " vec4 g_depth_bounds;\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"
101 " float g_water_fog;\n"
103 " float g_realtime;\n"
104 " float g_shadow_length;\n"
105 " float g_shadow_spread;\n"
107 " float g_time_of_day;\n"
108 " float g_day_phase;\n"
109 " float g_sunset_phase;\n"
111 " int g_light_preview;\n"
112 " int g_shadow_samples;\n"
114 " int g_debug_indices;\n"
115 " int g_debug_complexity;\n"
118 "uniform sampler2D g_world_depth;\n"
119 "uniform samplerBuffer uLightsArray;\n"
120 "uniform usampler3D uLightsIndex;\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"
130 "const float SUN_ANGLE = 0.0001;\n"
131 "const float PI = 3.14159265;\n"
133 "//struct world_info\n"
143 "float luminance( vec3 v )\n"
145 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
148 "vec3 clearskies_ambient( vec3 dir )\n"
150 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
151 " float sky_gradient = dir.y;\n"
153 " /* Blend phase colours */\n"
154 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
155 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
156 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
158 " /* Add gradient */\n"
159 " ambient -= sky_gradient * luminance(ambient);\n"
164 "vec3 clearskies_sky( vec3 ray_dir )\n"
166 " ray_dir.y = abs( ray_dir.y );\n"
167 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
170 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
171 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
172 " float sun_shape = pow( sun_size, 2000.0 );\n"
173 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
175 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
176 " sun_colour *= sun_shape;\n"
178 " vec3 composite = sky_colour + sun_colour;\n"
179 " return composite;\n"
182 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
184 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
186 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
187 " g_sunset_phase );\n"
189 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
190 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
191 " * g_sun_colour.rgb * g_day_phase;\n"
193 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
194 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
195 " g_sunset_phase );\n"
197 " return ambient + (light_sun + sky_reflection) * shadow;\n"
202 "float world_depth_sample( vec3 pos )\n"
204 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
205 " return texture( g_world_depth, depth_coord ).r;\n"
208 "float world_water_depth( vec3 pos )\n"
210 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
211 " return world_depth_sample( pos ) - ref_depth;\n"
214 "float shadow_sample( vec3 vdir )\n"
216 " vec3 sample_pos = aWorldCo + vdir;\n"
217 " float height_sample = world_depth_sample( sample_pos );\n"
219 " float fdelta = height_sample - sample_pos.y;\n"
220 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
223 "float newlight_compute_sun_shadow( vec3 dir )\n"
225 " 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((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
235 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
236 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
237 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
239 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
240 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
241 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
242 " //famt+=shadow_sample((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( g_sun_dir.xyz \n"
331 " * (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"
432 " compute_motion_vectors();\n"
436 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
438 " // ws modulation\n"
439 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
441 " // Creating normal patches\n"
442 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
443 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
444 " qnorm += vec3(0.001,0.0,0.0);\n"
446 " vec2 dir = normalize(qnorm.xz);\n"
447 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
448 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
450 " // Patch local noise\n"
451 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
453 " // Colour blending\n"
454 " float amtgrass = step(qnorm.y,0.6);\n"
455 " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
456 " vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
457 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
458 " vfrag = mix( vfrag, uSandColour, amtsand );\n"
460 " qnorm = mix( qnorm, aNorm.xyz, amtsand );\n"
462 " if( g_light_preview == 1 )\n"
464 " vfrag = vec3(0.5);\n"
467 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
468 " oColour = vec4(vfrag, 1.0);\n"
473 static GLuint _uniform_scene_terrain_uMdl
;
474 static GLuint _uniform_scene_terrain_uPv
;
475 static GLuint _uniform_scene_terrain_uPvmPrev
;
476 static GLuint _uniform_scene_terrain_uTexGarbage
;
477 static GLuint _uniform_scene_terrain_uTexGradients
;
478 static GLuint _uniform_scene_terrain_uCamera
;
479 static GLuint _uniform_scene_terrain_uSandColour
;
480 static GLuint _uniform_scene_terrain_uBlendOffset
;
481 static GLuint _uniform_scene_terrain_g_world_depth
;
482 static GLuint _uniform_scene_terrain_uLightsArray
;
483 static GLuint _uniform_scene_terrain_uLightsIndex
;
484 static void shader_scene_terrain_uMdl(m4x3f m
){
485 glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl
,1,GL_FALSE
,(float*)m
);
487 static void shader_scene_terrain_uPv(m4x4f m
){
488 glUniformMatrix4fv(_uniform_scene_terrain_uPv
,1,GL_FALSE
,(float*)m
);
490 static void shader_scene_terrain_uPvmPrev(m4x4f m
){
491 glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev
,1,GL_FALSE
,(float*)m
);
493 static void shader_scene_terrain_uTexGarbage(int i
){
494 glUniform1i(_uniform_scene_terrain_uTexGarbage
,i
);
496 static void shader_scene_terrain_uTexGradients(int i
){
497 glUniform1i(_uniform_scene_terrain_uTexGradients
,i
);
499 static void shader_scene_terrain_uCamera(v3f v
){
500 glUniform3fv(_uniform_scene_terrain_uCamera
,1,v
);
502 static void shader_scene_terrain_uSandColour(v3f v
){
503 glUniform3fv(_uniform_scene_terrain_uSandColour
,1,v
);
505 static void shader_scene_terrain_uBlendOffset(v2f v
){
506 glUniform2fv(_uniform_scene_terrain_uBlendOffset
,1,v
);
508 static void shader_scene_terrain_g_world_depth(int i
){
509 glUniform1i(_uniform_scene_terrain_g_world_depth
,i
);
511 static void shader_scene_terrain_register(void){
512 vg_shader_register( &_shader_scene_terrain
);
514 static void shader_scene_terrain_use(void){ glUseProgram(_shader_scene_terrain
.id
); }
515 static void shader_scene_terrain_link(void){
516 _uniform_scene_terrain_uMdl
= glGetUniformLocation( _shader_scene_terrain
.id
, "uMdl" );
517 _uniform_scene_terrain_uPv
= glGetUniformLocation( _shader_scene_terrain
.id
, "uPv" );
518 _uniform_scene_terrain_uPvmPrev
= glGetUniformLocation( _shader_scene_terrain
.id
, "uPvmPrev" );
519 _uniform_scene_terrain_uTexGarbage
= glGetUniformLocation( _shader_scene_terrain
.id
, "uTexGarbage" );
520 _uniform_scene_terrain_uTexGradients
= glGetUniformLocation( _shader_scene_terrain
.id
, "uTexGradients" );
521 _uniform_scene_terrain_uCamera
= glGetUniformLocation( _shader_scene_terrain
.id
, "uCamera" );
522 _uniform_scene_terrain_uSandColour
= glGetUniformLocation( _shader_scene_terrain
.id
, "uSandColour" );
523 _uniform_scene_terrain_uBlendOffset
= glGetUniformLocation( _shader_scene_terrain
.id
, "uBlendOffset" );
524 _uniform_scene_terrain_g_world_depth
= glGetUniformLocation( _shader_scene_terrain
.id
, "g_world_depth" );
525 _uniform_scene_terrain_uLightsArray
= glGetUniformLocation( _shader_scene_terrain
.id
, "uLightsArray" );
526 _uniform_scene_terrain_uLightsIndex
= glGetUniformLocation( _shader_scene_terrain
.id
, "uLightsIndex" );
528 #endif /* SHADER_scene_terrain_H */