proxy models
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
1 #ifndef SHADER_scene_water_H
2 #define SHADER_scene_water_H
3 static void shader_scene_water_link(void);
4 static void shader_scene_water_register(void);
5 static struct vg_shader _shader_scene_water = {
6 .name = "scene_water",
7 .link = shader_scene_water_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_water.fs",
64 .static_src =
65 "uniform sampler2D uTexMain;\n"
66 "uniform sampler2D uTexDudv;\n"
67 "uniform sampler2D uTexBack;\n"
68 "\n"
69 "uniform vec2 uInvRes;\n"
70 "uniform float uTime;\n"
71 "uniform vec3 uCamera;\n"
72 "uniform float uSurfaceY;\n"
73 "uniform vec3 uBoard0;\n"
74 "uniform vec3 uBoard1;\n"
75 "\n"
76 "uniform vec3 uShoreColour;\n"
77 "uniform vec3 uOceanColour;\n"
78 "\n"
79 "#line 1 1 \n"
80 "// :D\n"
81 "\n"
82 "in vec2 aUv;\n"
83 "in vec4 aNorm;\n"
84 "in vec3 aCo;\n"
85 "in vec3 aWorldCo;\n"
86 "\n"
87 "#line 1 1 \n"
88 "layout (location = 0) out vec4 oColour;\n"
89 "\n"
90 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
91 "layout (std140) uniform ub_world_lighting\n"
92 "{\n"
93 " vec4 g_cube_min;\n"
94 " vec4 g_cube_inv_range;\n"
95 "\n"
96 " vec4 g_water_plane;\n"
97 " vec4 g_depth_bounds;\n"
98 "\n"
99 " vec4 g_daysky_colour;\n"
100 " vec4 g_nightsky_colour;\n"
101 " vec4 g_sunset_colour;\n"
102 " vec4 g_ambient_colour;\n"
103 " vec4 g_sunset_ambient;\n"
104 " vec4 g_sun_colour;\n"
105 " vec4 g_sun_dir;\n"
106 " vec4 g_board_0;\n"
107 " vec4 g_board_1;\n"
108 "\n"
109 " float g_water_fog;\n"
110 " float g_time;\n"
111 " float g_realtime;\n"
112 " float g_shadow_length;\n"
113 " float g_shadow_spread;\n"
114 "\n"
115 " float g_time_of_day;\n"
116 " float g_day_phase;\n"
117 " float g_sunset_phase;\n"
118 "\n"
119 " int g_light_preview;\n"
120 " int g_shadow_samples;\n"
121 "\n"
122 " int g_debug_indices;\n"
123 " int g_debug_complexity;\n"
124 "};\n"
125 "\n"
126 "uniform sampler2D g_world_depth;\n"
127 "uniform samplerBuffer uLightsArray;\n"
128 "uniform usampler3D uLightsIndex;\n"
129 "\n"
130 "#line 1 1 \n"
131 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
132 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
133 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
134 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
135 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
136 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
137 "\n"
138 "const float SUN_ANGLE = 0.0001;\n"
139 "const float PI = 3.14159265358979323846264;\n"
140 "\n"
141 "//struct world_info\n"
142 "//{\n"
143 "// float time,\n"
144 "// time_of_day,\n"
145 "// day_phase,\n"
146 "// sunset_phase;\n"
147 "// \n"
148 "// vec3 sun_dir;\n"
149 "//};\n"
150 "\n"
151 "vec3 rand33(vec3 p3)\n"
152 "{\n"
153 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
154 " p3 += dot(p3, p3.yxz+33.33);\n"
155 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
156 "}\n"
157 "\n"
158 "float stars( vec3 rd, float rr, float size ){\n"
159 " vec3 co = rd * rr;\n"
160 "\n"
161 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
162 "\n"
163 " float spaces = 1.0 / rr;\n"
164 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
165 " a -= mod(a, spaces) - spaces * 0.5;\n"
166 "\n"
167 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
168 " \n"
169 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
170 " plane = plane - mod(plane, PI / count);\n"
171 "\n"
172 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
173 "\n"
174 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
175 " float ydist = sqrt(rr * rr - level * level);\n"
176 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
177 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
178 " float star = smoothstep(size, 0.0, distance(center, co));\n"
179 " return star;\n"
180 "}\n"
181 "\n"
182 "float luminance( vec3 v )\n"
183 "{\n"
184 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
185 "}\n"
186 "\n"
187 "vec3 clearskies_ambient( vec3 dir )\n"
188 "{\n"
189 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
190 " float sky_gradient = dir.y;\n"
191 " \n"
192 " /* Blend phase colours */\n"
193 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
194 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
195 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
196 " \n"
197 " /* Add gradient */\n"
198 " ambient -= sky_gradient * luminance(ambient);\n"
199 " \n"
200 " return ambient;\n"
201 "}\n"
202 "\n"
203 "vec3 clearskies_sky( vec3 ray_dir )\n"
204 "{\n"
205 " ray_dir.y = abs( ray_dir.y );\n"
206 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
207 " \n"
208 " /* Sun */\n"
209 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
210 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
211 " float sun_shape = pow( sun_size, 2000.0 );\n"
212 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
213 " \n"
214 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
215 " sun_colour *= sun_shape;\n"
216 "\n"
217 " \n"
218 " float star = 0.0;\n"
219 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
220 "\n"
221 " if( star_blend > 0.001 ){\n"
222 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
223 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
224 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
225 " }\n"
226 " }\n"
227 " \n"
228 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
229 " return composite;\n"
230 "}\n"
231 "\n"
232 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
233 "{\n"
234 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
235 "\n"
236 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
237 " g_sunset_phase );\n"
238 "\n"
239 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
240 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
241 " * g_sun_colour.rgb * g_day_phase;\n"
242 "\n"
243 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
244 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
245 " g_sunset_phase );\n"
246 "\n"
247 " return ambient + (light_sun + sky_reflection) * shadow;\n"
248 "}\n"
249 "\n"
250 "#line 44 0 \n"
251 "\n"
252 "float world_depth_sample( vec3 pos )\n"
253 "{\n"
254 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
255 " return texture( g_world_depth, depth_coord ).r;\n"
256 "}\n"
257 "\n"
258 "float world_water_depth( vec3 pos )\n"
259 "{\n"
260 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
261 " return world_depth_sample( pos ) - ref_depth;\n"
262 "}\n"
263 "\n"
264 "float shadow_sample( vec3 co ){\n"
265 " float height_sample = world_depth_sample( co );\n"
266 "\n"
267 " float fdelta = height_sample - co.y;\n"
268 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
269 "}\n"
270 "\n"
271 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
272 " if( g_shadow_samples == 0 ){\n"
273 " return 1.0;\n"
274 " }\n"
275 "\n"
276 " float fspread = g_shadow_spread;\n"
277 " float flength = g_shadow_length;\n"
278 "\n"
279 " float famt = 0.0;\n"
280 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
281 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
282 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
283 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
284 "\n"
285 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
286 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
287 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
288 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
289 "\n"
290 " return 1.0 - famt;\n"
291 "}\n"
292 "\n"
293 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
294 "{\n"
295 " vec3 specdir = reflect( -dir, wnormal );\n"
296 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
297 "}\n"
298 "\n"
299 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
300 " float dist = pow(fdist*0.0010,0.78);\n"
301 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
302 "}\n"
303 "\n"
304 "vec3 scene_calculate_light( int light_index, \n"
305 " vec3 halfview, vec3 co, vec3 normal )\n"
306 "{\n"
307 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
308 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
309 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
310 "\n"
311 " vec3 light_delta = light_co.xyz-co;\n"
312 " float dist2 = dot(light_delta,light_delta);\n"
313 "\n"
314 " light_delta = normalize( light_delta );\n"
315 "\n"
316 " float quadratic = dist2*100.0;\n"
317 " float attenuation = 1.0/( 1.0 + quadratic );\n"
318 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
319 "\n"
320 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
321 "\n"
322 " if( light_dir.w < 0.999999 ){\n"
323 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
324 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
325 " }\n"
326 "\n"
327 " return light_colour.rgb * attenuation * falloff \n"
328 " * step( g_day_phase, light_colour.w );\n"
329 "}\n"
330 "\n"
331 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
332 " vec3 halfview, vec3 co, vec3 normal )\n"
333 "{\n"
334 " uint light_count = packed_index & 0x3u;\n"
335 "\n"
336 " vec3 l = vec3(0.0);\n"
337 "\n"
338 " if( light_count >= 1u ){\n"
339 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
340 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
341 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
342 "\n"
343 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
344 "\n"
345 " if( light_count >= 2u ){\n"
346 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
347 "\n"
348 " if( light_count >= 3u ){\n"
349 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
350 " }\n"
351 " }\n"
352 " }\n"
353 "\n"
354 " return l;\n"
355 "}\n"
356 "\n"
357 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
358 " float light_mask )\n"
359 "{\n"
360 " if( g_light_preview == 1 )\n"
361 " diffuse = vec3(0.75);\n"
362 "\n"
363 " // Lighting\n"
364 " vec3 halfview = uCamera - co;\n"
365 " float fdist = length(halfview);\n"
366 " halfview /= fdist;\n"
367 "\n"
368 " float world_shadow = newlight_compute_sun_shadow( \n"
369 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
370 "\n"
371 " vec3 total_light = clearskies_lighting( \n"
372 " normal, min( light_mask, world_shadow ), halfview );\n"
373 "\n"
374 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
375 " cube_coord = floor( cube_coord );\n"
376 "\n"
377 " if( g_debug_indices == 1 )\n"
378 " {\n"
379 " return rand33(cube_coord);\n"
380 " }\n"
381 "\n"
382 " if( g_debug_complexity == 1 )\n"
383 " {\n"
384 " ivec3 coord = ivec3( cube_coord );\n"
385 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
386 "\n"
387 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
388 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
389 " }\n"
390 "\n"
391 " // FIXME: this coord should absolutely must be clamped!\n"
392 " \n"
393 " ivec3 coord = ivec3( cube_coord );\n"
394 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
395 "\n"
396 " total_light += \n"
397 " scene_calculate_packed_light_patch( index_sample.x,\n"
398 " halfview, co, normal ) \n"
399 " * light_mask;\n"
400 " total_light += \n"
401 " scene_calculate_packed_light_patch( index_sample.y,\n"
402 " halfview, co, normal )\n"
403 " * light_mask;\n"
404 "\n"
405 " // Take a section of the sky function to give us a matching fog colour\n"
406 "\n"
407 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
408 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
409 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
410 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
411 " \n"
412 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
413 " sun_colour *= sun_shape;\n"
414 "\n"
415 " fog_colour += sun_colour;\n"
416 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
417 "}\n"
418 "\n"
419 "#line 9 0 \n"
420 "\n"
421 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
422 "{\n"
423 " vec3 pa = p - a;\n"
424 " vec3 ba = b - a;\n"
425 "\n"
426 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
427 " return length( pa - ba*h );\n"
428 "}\n"
429 "\n"
430 "float compute_board_shadow()\n"
431 "{\n"
432 " // player shadow\n"
433 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
434 " g_board_1.xyz )-0.1 );\n"
435 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
436 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
437 "\n"
438 " return 1.0 - player_shadow*0.8;\n"
439 "}\n"
440 "\n"
441 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
442 "{\n"
443 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
444 "}\n"
445 "\n"
446 "#line 16 0 \n"
447 "#line 1 2 \n"
448 "const float k_motion_lerp_amount = 0.01;\n"
449 "\n"
450 "#line 2 0 \n"
451 "\n"
452 "layout (location = 1) out vec2 oMotionVec;\n"
453 "\n"
454 "in vec3 aMotionVec0;\n"
455 "in vec3 aMotionVec1;\n"
456 "\n"
457 "void compute_motion_vectors()\n"
458 "{\n"
459 " // Write motion vectors\n"
460 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
461 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
462 "\n"
463 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
464 "}\n"
465 "\n"
466 "#line 17 0 \n"
467 "\n"
468 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
469 " vec4 beneath, vec4 above )\n"
470 "{\n"
471 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
472 "\n"
473 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
474 "\n"
475 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
476 " vec3 specdir = reflect( -lightdir, vnorm );\n"
477 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
478 " \n"
479 " // Depth \n"
480 " float depthblend = pow( beneath.r, 0.8 );\n"
481 "\n"
482 " // Composite\n"
483 " vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
484 " //vsurface += spec;\n"
485 "\n"
486 " return vec4( vsurface,depthblend );\n"
487 "}\n"
488 "\n"
489 "void main()\n"
490 "{\n"
491 " compute_motion_vectors();\n"
492 "\n"
493 " // Create texture coords\n"
494 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
495 " \n"
496 " // Surface colour composite\n"
497 " float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
498 "\n"
499 " vec2 world_coord = aCo.xz * 0.008;\n"
500 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
501 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
502 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
503 "\n"
504 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
505 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
506 " \n"
507 " // Foam\n"
508 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
509 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
510 "\n"
511 " // Lighting\n"
512 " vec3 halfview = -normalize( aCo-uCamera );\n"
513 "\n"
514 " // Sample textures\n"
515 " vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
516 " vec4 beneath = texture( uTexBack, ssuv );\n"
517 "\n"
518 " // Fog\n"
519 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
520 "\n"
521 " // Composite\n"
522 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
523 " vsurface.a -= fdist;\n"
524 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
525 " oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
526 "}\n"
527 ""},
528 };
529
530 static GLuint _uniform_scene_water_uMdl;
531 static GLuint _uniform_scene_water_uPv;
532 static GLuint _uniform_scene_water_uPvmPrev;
533 static GLuint _uniform_scene_water_uTexMain;
534 static GLuint _uniform_scene_water_uTexDudv;
535 static GLuint _uniform_scene_water_uTexBack;
536 static GLuint _uniform_scene_water_uInvRes;
537 static GLuint _uniform_scene_water_uTime;
538 static GLuint _uniform_scene_water_uCamera;
539 static GLuint _uniform_scene_water_uSurfaceY;
540 static GLuint _uniform_scene_water_uBoard0;
541 static GLuint _uniform_scene_water_uBoard1;
542 static GLuint _uniform_scene_water_uShoreColour;
543 static GLuint _uniform_scene_water_uOceanColour;
544 static GLuint _uniform_scene_water_g_world_depth;
545 static GLuint _uniform_scene_water_uLightsArray;
546 static GLuint _uniform_scene_water_uLightsIndex;
547 static void shader_scene_water_uMdl(m4x3f m){
548 glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(float*)m);
549 }
550 static void shader_scene_water_uPv(m4x4f m){
551 glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(float*)m);
552 }
553 static void shader_scene_water_uPvmPrev(m4x4f m){
554 glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(float*)m);
555 }
556 static void shader_scene_water_uTexMain(int i){
557 glUniform1i(_uniform_scene_water_uTexMain,i);
558 }
559 static void shader_scene_water_uTexDudv(int i){
560 glUniform1i(_uniform_scene_water_uTexDudv,i);
561 }
562 static void shader_scene_water_uTexBack(int i){
563 glUniform1i(_uniform_scene_water_uTexBack,i);
564 }
565 static void shader_scene_water_uInvRes(v2f v){
566 glUniform2fv(_uniform_scene_water_uInvRes,1,v);
567 }
568 static void shader_scene_water_uTime(float f){
569 glUniform1f(_uniform_scene_water_uTime,f);
570 }
571 static void shader_scene_water_uCamera(v3f v){
572 glUniform3fv(_uniform_scene_water_uCamera,1,v);
573 }
574 static void shader_scene_water_uSurfaceY(float f){
575 glUniform1f(_uniform_scene_water_uSurfaceY,f);
576 }
577 static void shader_scene_water_uBoard0(v3f v){
578 glUniform3fv(_uniform_scene_water_uBoard0,1,v);
579 }
580 static void shader_scene_water_uBoard1(v3f v){
581 glUniform3fv(_uniform_scene_water_uBoard1,1,v);
582 }
583 static void shader_scene_water_uShoreColour(v3f v){
584 glUniform3fv(_uniform_scene_water_uShoreColour,1,v);
585 }
586 static void shader_scene_water_uOceanColour(v3f v){
587 glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
588 }
589 static void shader_scene_water_g_world_depth(int i){
590 glUniform1i(_uniform_scene_water_g_world_depth,i);
591 }
592 static void shader_scene_water_register(void){
593 vg_shader_register( &_shader_scene_water );
594 }
595 static void shader_scene_water_use(void){ glUseProgram(_shader_scene_water.id); }
596 static void shader_scene_water_link(void){
597 _uniform_scene_water_uMdl = glGetUniformLocation( _shader_scene_water.id, "uMdl" );
598 _uniform_scene_water_uPv = glGetUniformLocation( _shader_scene_water.id, "uPv" );
599 _uniform_scene_water_uPvmPrev = glGetUniformLocation( _shader_scene_water.id, "uPvmPrev" );
600 _uniform_scene_water_uTexMain = glGetUniformLocation( _shader_scene_water.id, "uTexMain" );
601 _uniform_scene_water_uTexDudv = glGetUniformLocation( _shader_scene_water.id, "uTexDudv" );
602 _uniform_scene_water_uTexBack = glGetUniformLocation( _shader_scene_water.id, "uTexBack" );
603 _uniform_scene_water_uInvRes = glGetUniformLocation( _shader_scene_water.id, "uInvRes" );
604 _uniform_scene_water_uTime = glGetUniformLocation( _shader_scene_water.id, "uTime" );
605 _uniform_scene_water_uCamera = glGetUniformLocation( _shader_scene_water.id, "uCamera" );
606 _uniform_scene_water_uSurfaceY = glGetUniformLocation( _shader_scene_water.id, "uSurfaceY" );
607 _uniform_scene_water_uBoard0 = glGetUniformLocation( _shader_scene_water.id, "uBoard0" );
608 _uniform_scene_water_uBoard1 = glGetUniformLocation( _shader_scene_water.id, "uBoard1" );
609 _uniform_scene_water_uShoreColour = glGetUniformLocation( _shader_scene_water.id, "uShoreColour" );
610 _uniform_scene_water_uOceanColour = glGetUniformLocation( _shader_scene_water.id, "uOceanColour" );
611 _uniform_scene_water_g_world_depth = glGetUniformLocation( _shader_scene_water.id, "g_world_depth" );
612 _uniform_scene_water_uLightsArray = glGetUniformLocation( _shader_scene_water.id, "uLightsArray" );
613 _uniform_scene_water_uLightsIndex = glGetUniformLocation( _shader_scene_water.id, "uLightsIndex" );
614 }
615 #endif /* SHADER_scene_water_H */