1 #ifndef SHADER_scene_vertex_blend_H
2 #define SHADER_scene_vertex_blend_H
3 static void shader_scene_vertex_blend_link(void);
4 static void shader_scene_vertex_blend_register(void);
5 static struct vg_shader _shader_scene_vertex_blend
= {
6 .name
= "scene_vertex_blend",
7 .link
= shader_scene_vertex_blend_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_vertex_blend.fs",
65 "uniform sampler2D uTexGarbage;\n"
66 "uniform sampler2D uTexGradients;\n"
67 "uniform vec3 uCamera;\n"
78 "layout (location = 0) out vec4 oColour;\n"
80 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
81 "layout (std140) uniform ub_world_lighting\n"
84 " vec4 g_cube_inv_range;\n"
86 " vec4 g_water_plane;\n"
87 " vec4 g_depth_bounds;\n"
89 " vec4 g_daysky_colour;\n"
90 " vec4 g_nightsky_colour;\n"
91 " vec4 g_sunset_colour;\n"
92 " vec4 g_ambient_colour;\n"
93 " vec4 g_sunset_ambient;\n"
94 " vec4 g_sun_colour;\n"
99 " float g_water_fog;\n"
101 " float g_realtime;\n"
102 " float g_shadow_length;\n"
103 " float g_shadow_spread;\n"
105 " float g_time_of_day;\n"
106 " float g_day_phase;\n"
107 " float g_sunset_phase;\n"
109 " int g_light_preview;\n"
110 " int g_shadow_samples;\n"
112 " int g_debug_indices;\n"
113 " int g_debug_complexity;\n"
116 "uniform sampler2D g_world_depth;\n"
117 "uniform samplerBuffer uLightsArray;\n"
118 "uniform usampler3D uLightsIndex;\n"
121 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
122 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
123 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
124 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
125 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
126 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
128 "const float SUN_ANGLE = 0.0001;\n"
129 "const float PI = 3.14159265358979323846264;\n"
131 "//struct world_info\n"
141 "vec3 rand33(vec3 p3)\n"
143 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
144 " p3 += dot(p3, p3.yxz+33.33);\n"
145 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
148 "float stars( vec3 rd, float rr, float size ){\n"
149 " vec3 co = rd * rr;\n"
151 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
153 " float spaces = 1.0 / rr;\n"
154 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
155 " a -= mod(a, spaces) - spaces * 0.5;\n"
157 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
159 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
160 " plane = plane - mod(plane, PI / count);\n"
162 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
164 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
165 " float ydist = sqrt(rr * rr - level * level);\n"
166 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
167 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
168 " float star = smoothstep(size, 0.0, distance(center, co));\n"
172 "float luminance( vec3 v )\n"
174 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
177 "vec3 clearskies_ambient( vec3 dir )\n"
179 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
180 " float sky_gradient = dir.y;\n"
182 " /* Blend phase colours */\n"
183 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
184 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
185 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
187 " /* Add gradient */\n"
188 " ambient -= sky_gradient * luminance(ambient);\n"
193 "vec3 clearskies_sky( vec3 ray_dir )\n"
195 " ray_dir.y = abs( ray_dir.y );\n"
196 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
199 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
200 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
201 " float sun_shape = pow( sun_size, 2000.0 );\n"
202 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
204 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
205 " sun_colour *= sun_shape;\n"
208 " float star = 0.0;\n"
209 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
211 " if( star_blend > 0.001 ){\n"
212 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
213 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
214 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
218 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
219 " return composite;\n"
222 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
224 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
226 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
227 " g_sunset_phase );\n"
229 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
230 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
231 " * g_sun_colour.rgb * g_day_phase;\n"
233 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
234 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
235 " g_sunset_phase );\n"
237 " return ambient + (light_sun + sky_reflection) * shadow;\n"
242 "float world_depth_sample( vec3 pos )\n"
244 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
245 " return texture( g_world_depth, depth_coord ).r;\n"
248 "float world_water_depth( vec3 pos )\n"
250 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
251 " return world_depth_sample( pos ) - ref_depth;\n"
254 "float shadow_sample( vec3 co ){\n"
255 " float height_sample = world_depth_sample( co );\n"
257 " float fdelta = height_sample - co.y;\n"
258 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
261 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
262 " if( g_shadow_samples == 0 ){\n"
266 " float fspread = g_shadow_spread;\n"
267 " float flength = g_shadow_length;\n"
269 " float famt = 0.0;\n"
270 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
271 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
272 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
273 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
275 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
276 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
277 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
278 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
280 " return 1.0 - famt;\n"
283 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
285 " vec3 specdir = reflect( -dir, wnormal );\n"
286 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
289 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
290 " float dist = pow(fdist*0.0010,0.78);\n"
291 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
294 "vec3 scene_calculate_light( int light_index, \n"
295 " vec3 halfview, vec3 co, vec3 normal )\n"
297 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
298 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
299 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
301 " vec3 light_delta = light_co.xyz-co;\n"
302 " float dist2 = dot(light_delta,light_delta);\n"
304 " light_delta = normalize( light_delta );\n"
306 " float quadratic = dist2*100.0;\n"
307 " float attenuation = 1.0/( 1.0 + quadratic );\n"
308 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
310 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
312 " if( light_dir.w < 0.999999 ){\n"
313 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
314 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
317 " return light_colour.rgb * attenuation * falloff \n"
318 " * step( g_day_phase, light_colour.w );\n"
321 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
322 " vec3 halfview, vec3 co, vec3 normal )\n"
324 " uint light_count = packed_index & 0x3u;\n"
326 " vec3 l = vec3(0.0);\n"
328 " if( light_count >= 1u ){\n"
329 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
330 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
331 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
333 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
335 " if( light_count >= 2u ){\n"
336 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
338 " if( light_count >= 3u ){\n"
339 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
347 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
348 " float light_mask )\n"
350 " if( g_light_preview == 1 )\n"
351 " diffuse = vec3(0.75);\n"
354 " vec3 halfview = uCamera - co;\n"
355 " float fdist = length(halfview);\n"
356 " halfview /= fdist;\n"
358 " float world_shadow = newlight_compute_sun_shadow( \n"
359 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
361 " vec3 total_light = clearskies_lighting( \n"
362 " normal, min( light_mask, world_shadow ), halfview );\n"
364 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
365 " cube_coord = floor( cube_coord );\n"
367 " if( g_debug_indices == 1 )\n"
369 " return rand33(cube_coord);\n"
372 " if( g_debug_complexity == 1 )\n"
374 " ivec3 coord = ivec3( cube_coord );\n"
375 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
377 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
378 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
381 " // FIXME: this coord should absolutely must be clamped!\n"
383 " ivec3 coord = ivec3( cube_coord );\n"
384 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
387 " scene_calculate_packed_light_patch( index_sample.x,\n"
388 " halfview, co, normal ) \n"
391 " scene_calculate_packed_light_patch( index_sample.y,\n"
392 " halfview, co, normal )\n"
395 " // Take a section of the sky function to give us a matching fog colour\n"
397 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
398 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
399 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
400 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
402 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
403 " sun_colour *= sun_shape;\n"
405 " fog_colour += sun_colour;\n"
406 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
411 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
413 " vec3 pa = p - a;\n"
414 " vec3 ba = b - a;\n"
416 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
417 " return length( pa - ba*h );\n"
420 "float compute_board_shadow()\n"
422 " // player shadow\n"
423 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
424 " g_board_1.xyz )-0.1 );\n"
425 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
426 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
428 " return 1.0 - player_shadow*0.8;\n"
431 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
433 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
438 "const float k_motion_lerp_amount = 0.01;\n"
442 "layout (location = 1) out vec2 oMotionVec;\n"
444 "in vec3 aMotionVec0;\n"
445 "in vec3 aMotionVec1;\n"
447 "void compute_motion_vectors()\n"
449 " // Write motion vectors\n"
450 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
451 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
453 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
460 " compute_motion_vectors();\n"
462 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
464 " // ws modulation\n"
465 " vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);\n"
467 " // Creating normal patches\n"
468 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
469 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
470 " qnorm += vec3(0.001,0.0,0.0);\n"
472 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
473 " vec3 tangent1 = cross(qnorm,tangent0);\n"
474 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
476 " // Patch local noise\n"
477 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
479 " // Colour blending\n"
480 " float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n"
481 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
483 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
484 " vfrag -= rgarbage.a*0.04;\n"
486 " if( g_light_preview == 1 )\n"
488 " vfrag = vec3(0.5);\n"
491 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
492 " oColour = vec4(vfrag, 1.0);\n"
497 static GLuint _uniform_scene_vertex_blend_uMdl
;
498 static GLuint _uniform_scene_vertex_blend_uPv
;
499 static GLuint _uniform_scene_vertex_blend_uPvmPrev
;
500 static GLuint _uniform_scene_vertex_blend_uTexGarbage
;
501 static GLuint _uniform_scene_vertex_blend_uTexGradients
;
502 static GLuint _uniform_scene_vertex_blend_uCamera
;
503 static GLuint _uniform_scene_vertex_blend_g_world_depth
;
504 static GLuint _uniform_scene_vertex_blend_uLightsArray
;
505 static GLuint _uniform_scene_vertex_blend_uLightsIndex
;
506 static void shader_scene_vertex_blend_uMdl(m4x3f m
){
507 glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl
,1,GL_FALSE
,(float*)m
);
509 static void shader_scene_vertex_blend_uPv(m4x4f m
){
510 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv
,1,GL_FALSE
,(float*)m
);
512 static void shader_scene_vertex_blend_uPvmPrev(m4x4f m
){
513 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev
,1,GL_FALSE
,(float*)m
);
515 static void shader_scene_vertex_blend_uTexGarbage(int i
){
516 glUniform1i(_uniform_scene_vertex_blend_uTexGarbage
,i
);
518 static void shader_scene_vertex_blend_uTexGradients(int i
){
519 glUniform1i(_uniform_scene_vertex_blend_uTexGradients
,i
);
521 static void shader_scene_vertex_blend_uCamera(v3f v
){
522 glUniform3fv(_uniform_scene_vertex_blend_uCamera
,1,v
);
524 static void shader_scene_vertex_blend_g_world_depth(int i
){
525 glUniform1i(_uniform_scene_vertex_blend_g_world_depth
,i
);
527 static void shader_scene_vertex_blend_register(void){
528 vg_shader_register( &_shader_scene_vertex_blend
);
530 static void shader_scene_vertex_blend_use(void){ glUseProgram(_shader_scene_vertex_blend
.id
); }
531 static void shader_scene_vertex_blend_link(void){
532 _uniform_scene_vertex_blend_uMdl
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uMdl" );
533 _uniform_scene_vertex_blend_uPv
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uPv" );
534 _uniform_scene_vertex_blend_uPvmPrev
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uPvmPrev" );
535 _uniform_scene_vertex_blend_uTexGarbage
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uTexGarbage" );
536 _uniform_scene_vertex_blend_uTexGradients
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uTexGradients" );
537 _uniform_scene_vertex_blend_uCamera
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uCamera" );
538 _uniform_scene_vertex_blend_g_world_depth
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "g_world_depth" );
539 _uniform_scene_vertex_blend_uLightsArray
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uLightsArray" );
540 _uniform_scene_vertex_blend_uLightsIndex
= glGetUniformLocation( _shader_scene_vertex_blend
.id
, "uLightsIndex" );
542 #endif /* SHADER_scene_vertex_blend_H */