1 #ifndef SHADER_scoretext_H
2 #define SHADER_scoretext_H
3 static void shader_scoretext_link(void);
4 static void shader_scoretext_register(void);
5 static struct vg_shader _shader_scoretext
= {
7 .link
= shader_scoretext_link
,
10 .orig_file
= "../shaders/scoretext.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
20 "uniform mat4x3 uMdl;\n"
22 "uniform vec3 uInfo;\n"
28 "out vec3 aWorldCo;\n"
32 " float w = a_colour.g + fract(uInfo.z+0.5)-0.75;\n"
33 " float c = -cos(w*0.2);\n"
34 " float s = -sin(w*0.2);\n"
37 " float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) *(3.14159265*0.5);\n"
38 " float c1 = cos(w1);\n"
39 " float s1 = sin(w1);\n"
41 " float yoff = step(0.01,fract(uInfo.z))*-0.5;\n"
44 " mlocal[0] = vec3(c1, s1,0.0);\n"
45 " mlocal[1] = vec3(-s1,c1,0.0);\n"
46 " mlocal[2] = vec3(0.0,0.0,1.0);\n"
47 " mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
49 " vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);\n"
50 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
51 " aColour = a_colour;\n"
52 " aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
53 " aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;\n"
55 " aWorldCo = world_pos;\n"
60 .orig_file
= "../shaders/vblend.fs",
62 "out vec4 FragColor;\n"
64 "uniform sampler2D uTexGarbage;\n"
65 "uniform sampler2D uTexGradients;\n"
66 "uniform vec3 uCamera;\n"
75 "layout (std140) uniform ub_world_lighting\n"
77 " vec4 g_light_colours[3];\n"
78 " vec4 g_light_directions[3];\n"
79 " vec4 g_ambient_colour;\n"
81 " vec4 g_water_plane;\n"
82 " vec4 g_depth_bounds;\n"
83 " float g_water_fog;\n"
84 " int g_light_count;\n"
85 " int g_light_preview;\n"
88 "uniform sampler2D g_world_depth;\n"
90 "// Standard diffuse + spec models\n"
91 "// ==============================\n"
93 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
95 " vec3 vtotal = g_ambient_colour.rgb;\n"
97 " for( int i=0; i<g_light_count; i++ )\n"
99 " vec3 vcolour = g_light_colours[i].rgb;\n"
100 " vec3 vdir = g_light_directions[i].xyz;\n"
102 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
103 " vtotal += vcolour*flight;\n"
106 " return vfrag * vtotal;\n"
109 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
111 " vec3 vcolour = g_light_colours[0].rgb;\n"
112 " vec3 vdir = g_light_directions[0].xyz;\n"
114 " vec3 specdir = reflect( -vdir, wnormal );\n"
115 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
116 " return vfrag + vcolour*spec*fintensity;\n"
119 "float world_depth_sample( vec3 pos )\n"
121 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
122 " return texture( g_world_depth, depth_coord ).r;\n"
125 "float shadow_sample( vec3 vdir )\n"
127 " vec3 sample_pos = aWorldCo + vdir;\n"
128 " float height_sample = world_depth_sample( sample_pos );\n"
130 " float fdelta = height_sample - sample_pos.y;\n"
131 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
134 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
136 " float faccum = 0.0;\n"
137 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
138 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
139 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
140 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
141 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
142 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
143 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
144 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
145 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
148 "vec3 do_light_shadowing( vec3 vfrag )\n"
150 " float fspread = g_light_colours[0].w;\n"
151 " vec3 vdir = g_light_directions[0].xyz;\n"
152 " float flength = g_light_directions[0].w;\n"
154 " float famt = 0.0;\n"
155 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
156 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
157 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
158 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
159 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
160 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
161 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
162 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
163 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
166 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
168 " float dist = pow(fdist*0.0008,1.2);\n"
169 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
176 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
178 " // ws modulation\n"
179 " vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
181 " // Creating normal patches\n"
182 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
183 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
185 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
186 " vec3 tangent1 = cross(qnorm,tangent0);\n"
187 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
189 " // Patch local noise\n"
190 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
192 " // Colour blending\n"
193 " float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n"
194 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
196 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
197 " vfrag -= rgarbage.a*0.04;\n"
199 " if( g_light_preview == 1 )\n"
201 " vfrag = vec3(0.5);\n"
205 " vec3 halfview = uCamera - aWorldCo;\n"
206 " float fdist = length( halfview );\n"
207 " halfview /= fdist;\n"
209 " vfrag = do_light_diffuse( vfrag, qnorm );\n"
210 " vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
211 " vfrag = do_light_shadowing( vfrag );\n"
212 " vfrag = apply_fog( vfrag, fdist );\n"
214 " FragColor = vec4(vfrag, 1.0 );\n"
219 static GLuint _uniform_scoretext_uPv
;
220 static GLuint _uniform_scoretext_uMdl
;
221 static GLuint _uniform_scoretext_uInfo
;
222 static GLuint _uniform_scoretext_uTexGarbage
;
223 static GLuint _uniform_scoretext_uTexGradients
;
224 static GLuint _uniform_scoretext_uCamera
;
225 static GLuint _uniform_scoretext_g_world_depth
;
226 static void shader_scoretext_uPv(m4x4f m
){
227 glUniformMatrix4fv( _uniform_scoretext_uPv
, 1, GL_FALSE
, (float *)m
);
229 static void shader_scoretext_uMdl(m4x3f m
){
230 glUniformMatrix4x3fv( _uniform_scoretext_uMdl
, 1, GL_FALSE
, (float *)m
);
232 static void shader_scoretext_uInfo(v3f v
){
233 glUniform3fv( _uniform_scoretext_uInfo
, 1, v
);
235 static void shader_scoretext_uTexGarbage(int i
){
236 glUniform1i( _uniform_scoretext_uTexGarbage
, i
);
238 static void shader_scoretext_uTexGradients(int i
){
239 glUniform1i( _uniform_scoretext_uTexGradients
, i
);
241 static void shader_scoretext_uCamera(v3f v
){
242 glUniform3fv( _uniform_scoretext_uCamera
, 1, v
);
244 static void shader_scoretext_g_world_depth(int i
){
245 glUniform1i( _uniform_scoretext_g_world_depth
, i
);
247 static void shader_scoretext_register(void){
248 vg_shader_register( &_shader_scoretext
);
250 static void shader_scoretext_use(void){ glUseProgram(_shader_scoretext
.id
); }
251 static void shader_scoretext_link(void){
252 _uniform_scoretext_uPv
= glGetUniformLocation( _shader_scoretext
.id
, "uPv" );
253 _uniform_scoretext_uMdl
= glGetUniformLocation( _shader_scoretext
.id
, "uMdl" );
254 _uniform_scoretext_uInfo
= glGetUniformLocation( _shader_scoretext
.id
, "uInfo" );
255 _uniform_scoretext_uTexGarbage
= glGetUniformLocation( _shader_scoretext
.id
, "uTexGarbage" );
256 _uniform_scoretext_uTexGradients
= glGetUniformLocation( _shader_scoretext
.id
, "uTexGradients" );
257 _uniform_scoretext_uCamera
= glGetUniformLocation( _shader_scoretext
.id
, "uCamera" );
258 _uniform_scoretext_g_world_depth
= glGetUniformLocation( _shader_scoretext
.id
, "g_world_depth" );
260 #endif /* SHADER_scoretext_H */