1 #ifndef SHADER_scene_water_fast_H
2 #define SHADER_scene_water_fast_H
3 static void shader_scene_water_fast_link(void);
4 static void shader_scene_water_fast_register(void);
5 static struct vg_shader _shader_scene_water_fast
= {
6 .name
= "scene_water_fast",
7 .link
= shader_scene_water_fast_link
,
11 "layout (location=0) in vec3 a_co;\n"
12 "layout (location=1) in vec4 a_norm;\n"
13 "layout (location=2) in vec2 a_uv;\n"
14 "layout (location=3) in ivec4 a_lights;\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"
44 "flat out ivec4 aLights;\n"
48 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
49 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
50 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
52 " vs_motion_out( vproj0, vproj1 );\n"
54 " gl_Position = vproj0;\n"
57 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
59 " aWorldCo = world_pos0;\n"
60 " aLights = a_lights;\n"
66 "uniform sampler2D uTexDudv;\n"
68 "uniform float uTime;\n"
69 "uniform vec3 uCamera;\n"
70 "uniform float uSurfaceY;\n"
71 "uniform vec3 uBoard0;\n"
72 "uniform vec3 uBoard1;\n"
74 "uniform vec3 uShoreColour;\n"
75 "uniform vec3 uOceanColour;\n"
81 "flat in ivec4 aLights;\n"
87 "layout (location = 0) out vec4 oColour;\n"
89 "layout (std140) uniform ub_world_lighting\n"
91 " vec4 g_light_colours[3];\n"
92 " vec4 g_light_directions[3];\n"
93 " vec4 g_ambient_colour;\n"
95 " vec4 g_water_plane;\n"
96 " vec4 g_depth_bounds;\n"
97 " float g_water_fog;\n"
98 " int g_light_count;\n"
99 " int g_light_preview;\n"
100 " int g_shadow_samples;\n"
102 " vec4 g_point_light_positions[32];\n"
103 " vec4 g_point_light_colours[32];\n"
106 "uniform sampler2D g_world_depth;\n"
108 "float world_depth_sample( vec3 pos )\n"
110 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
111 " return texture( g_world_depth, depth_coord ).r;\n"
114 "float shadow_sample( vec3 vdir )\n"
116 " vec3 sample_pos = aWorldCo + vdir;\n"
117 " float height_sample = world_depth_sample( sample_pos );\n"
119 " float fdelta = height_sample - sample_pos.y;\n"
120 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
123 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
125 " vec3 pa = p - a;\n"
126 " vec3 ba = b - a;\n"
128 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
129 " return length( pa - ba*h );\n"
132 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
134 " float dist = pow(fdist*0.0008,1.2);\n"
135 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
139 "// New lighting model\n"
141 "vec3 newlight_compute_ambient()\n"
143 " return g_ambient_colour.rgb;\n"
146 "float newlight_compute_sun_shadow()\n"
148 " if( g_shadow_samples == 0 )\n"
153 " float fspread = g_light_colours[0].w;\n"
154 " vec3 vdir = g_light_directions[0].xyz;\n"
155 " float flength = g_light_directions[0].w;\n"
157 " float famt = 0.0;\n"
158 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
159 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
160 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
161 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
162 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
163 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
164 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
165 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
167 " // player shadow\n"
168 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
169 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
170 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
172 " return 1.0 - max( player_shadow*0.8, famt );\n"
175 "vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
177 " vec3 vtotal = g_ambient_colour.rgb;\n"
179 " for( int i=0; i<g_light_count; i++ )\n"
181 " vec3 vcolour = g_light_colours[i].rgb;\n"
182 " vec3 vdir = g_light_directions[i].xyz;\n"
184 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
185 " vtotal += vcolour*flight;\n"
191 "vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
193 " vec3 vcolour = g_light_colours[0].rgb;\n"
194 " vec3 vdir = g_light_directions[0].xyz;\n"
196 " vec3 specdir = reflect( -vdir, wnormal );\n"
197 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
198 " return vcolour*spec*fintensity;\n"
201 "vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
202 " vec3 light_pos, vec3 light_colour )\n"
204 " vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
206 " float quadratic = dot(light_delta,light_delta);\n"
207 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
208 " attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
210 " return light_colour*attenuation;\n"
215 "vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
218 " vec3 halfview = uCamera - aWorldCo;\n"
219 " float fdist = length(halfview);\n"
220 " halfview /= fdist;\n"
222 " vec3 total_light = newlight_compute_ambient();\n"
224 " // Compute world lighting contribution and apply it according to the\n"
227 " vec3 world_light = newlight_compute_world_diffuse( wnormal );\n"
228 " world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );\n"
230 " float world_shadow = newlight_compute_sun_shadow();\n"
232 " total_light += world_light * world_shadow;\n"
234 " // Compute the other lights that exist in the map, not effected by the sun\n"
236 " total_light += newlight_compute_quadratic\n"
238 " wnormal, halfview,\n"
239 " g_point_light_positions[ aLights.x ].xyz,\n"
240 " g_point_light_colours[ aLights.x ].rgb \n"
242 " total_light += newlight_compute_quadratic\n"
244 " wnormal, halfview,\n"
245 " g_point_light_positions[ aLights.y ].xyz,\n"
246 " g_point_light_colours[ aLights.y ].rgb \n"
248 " total_light += newlight_compute_quadratic\n"
250 " wnormal, halfview,\n"
251 " g_point_light_positions[ aLights.z ].xyz,\n"
252 " g_point_light_colours[ aLights.z ].rgb \n"
255 " return apply_fog( diffuse * total_light, fdist );\n"
260 "const float k_motion_lerp_amount = 0.01;\n"
264 "layout (location = 1) out vec2 oMotionVec;\n"
266 "in vec3 aMotionVec0;\n"
267 "in vec3 aMotionVec1;\n"
269 "void compute_motion_vectors()\n"
271 " // Write motion vectors\n"
272 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
273 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
275 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
280 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
282 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
284 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
286 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
287 " vec3 specdir = reflect( -lightdir, vnorm );\n"
288 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
290 " return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) );\n"
295 " compute_motion_vectors();\n"
297 " // Surface colour composite\n"
298 " float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
300 " vec2 world_coord = aCo.xz * 0.008;\n"
301 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
302 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
303 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
305 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
306 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
309 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
310 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
313 " vec3 halfview = -normalize( aCo-uCamera );\n"
316 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
319 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
320 " vsurface.a -= fdist;\n"
321 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
326 static GLuint _uniform_scene_water_fast_uMdl
;
327 static GLuint _uniform_scene_water_fast_uPv
;
328 static GLuint _uniform_scene_water_fast_uPvmPrev
;
329 static GLuint _uniform_scene_water_fast_uTexDudv
;
330 static GLuint _uniform_scene_water_fast_uTime
;
331 static GLuint _uniform_scene_water_fast_uCamera
;
332 static GLuint _uniform_scene_water_fast_uSurfaceY
;
333 static GLuint _uniform_scene_water_fast_uBoard0
;
334 static GLuint _uniform_scene_water_fast_uBoard1
;
335 static GLuint _uniform_scene_water_fast_uShoreColour
;
336 static GLuint _uniform_scene_water_fast_uOceanColour
;
337 static GLuint _uniform_scene_water_fast_g_world_depth
;
338 static void shader_scene_water_fast_uMdl(m4x3f m
){
339 glUniformMatrix4x3fv(_uniform_scene_water_fast_uMdl
,1,GL_FALSE
,(float*)m
);
341 static void shader_scene_water_fast_uPv(m4x4f m
){
342 glUniformMatrix4fv(_uniform_scene_water_fast_uPv
,1,GL_FALSE
,(float*)m
);
344 static void shader_scene_water_fast_uPvmPrev(m4x4f m
){
345 glUniformMatrix4fv(_uniform_scene_water_fast_uPvmPrev
,1,GL_FALSE
,(float*)m
);
347 static void shader_scene_water_fast_uTexDudv(int i
){
348 glUniform1i(_uniform_scene_water_fast_uTexDudv
,i
);
350 static void shader_scene_water_fast_uTime(float f
){
351 glUniform1f(_uniform_scene_water_fast_uTime
,f
);
353 static void shader_scene_water_fast_uCamera(v3f v
){
354 glUniform3fv(_uniform_scene_water_fast_uCamera
,1,v
);
356 static void shader_scene_water_fast_uSurfaceY(float f
){
357 glUniform1f(_uniform_scene_water_fast_uSurfaceY
,f
);
359 static void shader_scene_water_fast_uBoard0(v3f v
){
360 glUniform3fv(_uniform_scene_water_fast_uBoard0
,1,v
);
362 static void shader_scene_water_fast_uBoard1(v3f v
){
363 glUniform3fv(_uniform_scene_water_fast_uBoard1
,1,v
);
365 static void shader_scene_water_fast_uShoreColour(v3f v
){
366 glUniform3fv(_uniform_scene_water_fast_uShoreColour
,1,v
);
368 static void shader_scene_water_fast_uOceanColour(v3f v
){
369 glUniform3fv(_uniform_scene_water_fast_uOceanColour
,1,v
);
371 static void shader_scene_water_fast_g_world_depth(int i
){
372 glUniform1i(_uniform_scene_water_fast_g_world_depth
,i
);
374 static void shader_scene_water_fast_register(void){
375 vg_shader_register( &_shader_scene_water_fast
);
377 static void shader_scene_water_fast_use(void){ glUseProgram(_shader_scene_water_fast
.id
); }
378 static void shader_scene_water_fast_link(void){
379 _uniform_scene_water_fast_uMdl
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uMdl" );
380 _uniform_scene_water_fast_uPv
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uPv" );
381 _uniform_scene_water_fast_uPvmPrev
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uPvmPrev" );
382 _uniform_scene_water_fast_uTexDudv
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uTexDudv" );
383 _uniform_scene_water_fast_uTime
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uTime" );
384 _uniform_scene_water_fast_uCamera
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uCamera" );
385 _uniform_scene_water_fast_uSurfaceY
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uSurfaceY" );
386 _uniform_scene_water_fast_uBoard0
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uBoard0" );
387 _uniform_scene_water_fast_uBoard1
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uBoard1" );
388 _uniform_scene_water_fast_uShoreColour
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uShoreColour" );
389 _uniform_scene_water_fast_uOceanColour
= glGetUniformLocation( _shader_scene_water_fast
.id
, "uOceanColour" );
390 _uniform_scene_water_fast_g_world_depth
= glGetUniformLocation( _shader_scene_water_fast
.id
, "g_world_depth" );
392 #endif /* SHADER_scene_water_fast_H */