df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scoretext.h
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 = {
6 .name = "scoretext",
7 .link = shader_scoretext_link,
8 .vs =
9 {
10 .static_src =
11 "layout (location=0) in vec3 a_co;\n"
12 "layout (location=1) in vec3 a_norm;\n"
13 "layout (location=2) in vec2 a_uv;\n"
14 "layout (location=3) in vec4 a_colour;\n"
15 "layout (location=4) in vec4 a_weights;\n"
16 "layout (location=5) in ivec4 a_groups;\n"
17 "\n"
18 "#line 2 0 \n"
19 "#line 1 2 \n"
20 "const float k_motion_lerp_amount = 0.01;\n"
21 "\n"
22 "#line 2 0 \n"
23 "\n"
24 "out vec3 aMotionVec0;\n"
25 "out vec3 aMotionVec1;\n"
26 "\n"
27 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
28 "{\n"
29 " // This magically solves some artifacting errors!\n"
30 " //\n"
31 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
32 "\n"
33 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
34 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
35 "}\n"
36 "\n"
37 "#line 3 0 \n"
38 "\n"
39 "uniform mat4x3 uMdl;\n"
40 "uniform mat4 uPv;\n"
41 "uniform mat4 uPvmPrev;\n"
42 "\n"
43 "uniform vec3 uInfo;\n"
44 "\n"
45 "out vec4 aColour;\n"
46 "out vec2 aUv;\n"
47 "out vec3 aNorm;\n"
48 "out vec3 aCo;\n"
49 "out vec3 aWorldCo;\n"
50 "\n"
51 "void main()\n"
52 "{\n"
53 " float w = (a_colour.g * 8.0)-5.5 + fract(uInfo.z+0.5);\n"
54 " float c = -cos(w*0.2);\n"
55 " float s = -sin(w*0.2);\n"
56 " float r = 0.2;\n"
57 "\n"
58 " float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
59 " float c1 = cos(w1);\n"
60 " float s1 = sin(w1);\n"
61 "\n"
62 " float yoff = step(0.01,fract(uInfo.z))*-0.5;\n"
63 "\n"
64 " mat4x3 mlocal;\n"
65 " mlocal[0] = vec3(c1, s1,0.0);\n"
66 " mlocal[1] = vec3(-s1,c1,0.0);\n"
67 " mlocal[2] = vec3(0.0,0.0,1.0);\n"
68 " mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
69 "\n"
70 " vec3 local_pos = mlocal * vec4( a_co, 1.0 );\n"
71 " vec3 world_pos = uMdl * vec4( local_pos, 1.0 );\n"
72 "\n"
73 " vec4 vproj0 = uPv * vec4( world_pos, 1.0 );\n"
74 " vec4 vproj1 = uPvmPrev * vec4( local_pos, 1.0 );\n"
75 "\n"
76 " // Output\n"
77 " vs_motion_out( vproj0, vproj1 );\n"
78 "\n"
79 " gl_Position = vproj0;\n"
80 " aColour = a_colour;\n"
81 " aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
82 " aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;\n"
83 " aCo = a_co;\n"
84 " aWorldCo = world_pos;\n"
85 "}\n"
86 ""},
87 .fs =
88 {
89 .static_src =
90 "uniform sampler2D uTexGarbage;\n"
91 "uniform sampler2D uTexGradients;\n"
92 "uniform vec3 uCamera;\n"
93 "uniform vec3 uBoard0;\n"
94 "uniform vec3 uBoard1;\n"
95 "\n"
96 "in vec4 aColour;\n"
97 "in vec2 aUv;\n"
98 "in vec3 aNorm;\n"
99 "in vec3 aCo;\n"
100 "in vec3 aWorldCo;\n"
101 "\n"
102 "#line 1 1 \n"
103 "layout (location = 0) out vec4 oColour;\n"
104 "\n"
105 "layout (std140) uniform ub_world_lighting\n"
106 "{\n"
107 " vec4 g_light_colours[3];\n"
108 " vec4 g_light_directions[3];\n"
109 " vec4 g_ambient_colour;\n"
110 "\n"
111 " vec4 g_water_plane;\n"
112 " vec4 g_depth_bounds;\n"
113 " float g_water_fog;\n"
114 " int g_light_count;\n"
115 " int g_light_preview;\n"
116 " int g_shadow_samples;\n"
117 "};\n"
118 "\n"
119 "uniform sampler2D g_world_depth;\n"
120 "\n"
121 "// Standard diffuse + spec models\n"
122 "// ==============================\n"
123 "\n"
124 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
125 "{\n"
126 " vec3 vtotal = g_ambient_colour.rgb;\n"
127 "\n"
128 " for( int i=0; i<g_light_count; i++ )\n"
129 " {\n"
130 " vec3 vcolour = g_light_colours[i].rgb;\n"
131 " vec3 vdir = g_light_directions[i].xyz;\n"
132 "\n"
133 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
134 " vtotal += vcolour*flight;\n"
135 " }\n"
136 "\n"
137 " return vfrag * vtotal;\n"
138 "}\n"
139 "\n"
140 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
141 "{\n"
142 " vec3 vcolour = g_light_colours[0].rgb;\n"
143 " vec3 vdir = g_light_directions[0].xyz;\n"
144 "\n"
145 " vec3 specdir = reflect( -vdir, wnormal );\n"
146 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
147 " return vfrag + vcolour*spec*fintensity;\n"
148 "}\n"
149 "\n"
150 "float world_depth_sample( vec3 pos )\n"
151 "{\n"
152 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
153 " return texture( g_world_depth, depth_coord ).r;\n"
154 "}\n"
155 "\n"
156 "float shadow_sample( vec3 vdir )\n"
157 "{\n"
158 " vec3 sample_pos = aWorldCo + vdir;\n"
159 " float height_sample = world_depth_sample( sample_pos );\n"
160 "\n"
161 " float fdelta = height_sample - sample_pos.y;\n"
162 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
163 "}\n"
164 "\n"
165 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
166 "{\n"
167 " float faccum = 0.0;\n"
168 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
169 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
170 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
171 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
172 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
173 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
174 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
175 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
176 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
177 "}\n"
178 "\n"
179 "// FIXME\n"
180 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
181 "{\n"
182 " vec3 pa = p - a;\n"
183 " vec3 ba = b - a;\n"
184 "\n"
185 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
186 " return length( pa - ba*h );\n"
187 "}\n"
188 "\n"
189 "vec3 do_light_shadowing( vec3 vfrag )\n"
190 "{\n"
191 " if( g_shadow_samples == 0 )\n"
192 " {\n"
193 " return vfrag;\n"
194 " }\n"
195 "\n"
196 " float fspread = g_light_colours[0].w;\n"
197 " vec3 vdir = g_light_directions[0].xyz;\n"
198 " float flength = g_light_directions[0].w;\n"
199 "\n"
200 " float famt = 0.0;\n"
201 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
202 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
203 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
204 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
205 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
206 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
207 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
208 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
209 "\n"
210 " // player shadow\n"
211 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
212 " float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
213 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
214 "\n"
215 " famt = max( player_shadow*0.6, famt );\n"
216 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
217 "}\n"
218 "\n"
219 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
220 "{\n"
221 " float dist = pow(fdist*0.0008,1.2);\n"
222 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
223 "}\n"
224 "\n"
225 "#line 14 0 \n"
226 "#line 1 2 \n"
227 "const float k_motion_lerp_amount = 0.01;\n"
228 "\n"
229 "#line 2 0 \n"
230 "\n"
231 "layout (location = 1) out vec2 oMotionVec;\n"
232 "\n"
233 "in vec3 aMotionVec0;\n"
234 "in vec3 aMotionVec1;\n"
235 "\n"
236 "void compute_motion_vectors()\n"
237 "{\n"
238 " // Write motion vectors\n"
239 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
240 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
241 "\n"
242 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
243 "}\n"
244 "\n"
245 "#line 15 0 \n"
246 "\n"
247 "void main()\n"
248 "{\n"
249 " compute_motion_vectors();\n"
250 "\n"
251 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
252 "\n"
253 " // ws modulation\n"
254 " vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
255 " \n"
256 " // Creating normal patches\n"
257 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
258 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
259 "\n"
260 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
261 " vec3 tangent1 = cross(qnorm,tangent0);\n"
262 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
263 " \n"
264 " // Patch local noise\n"
265 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
266 "\n"
267 " // Colour blending\n"
268 " float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n"
269 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
270 "\n"
271 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
272 " vfrag -= rgarbage.a*0.04;\n"
273 "\n"
274 " if( g_light_preview == 1 )\n"
275 " {\n"
276 " vfrag = vec3(0.5);\n"
277 " }\n"
278 "\n"
279 " // Lighting\n"
280 " vec3 halfview = uCamera - aWorldCo;\n"
281 " float fdist = length( halfview );\n"
282 " halfview /= fdist;\n"
283 "\n"
284 " vfrag = do_light_diffuse( vfrag, qnorm );\n"
285 " vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
286 " vfrag = do_light_shadowing( vfrag );\n"
287 " vfrag = apply_fog( vfrag, fdist );\n"
288 "\n"
289 " oColour = vec4(vfrag, 1.0 );\n"
290 "}\n"
291 ""},
292 };
293
294 static GLuint _uniform_scoretext_uMdl;
295 static GLuint _uniform_scoretext_uPv;
296 static GLuint _uniform_scoretext_uPvmPrev;
297 static GLuint _uniform_scoretext_uInfo;
298 static GLuint _uniform_scoretext_uTexGarbage;
299 static GLuint _uniform_scoretext_uTexGradients;
300 static GLuint _uniform_scoretext_uCamera;
301 static GLuint _uniform_scoretext_uBoard0;
302 static GLuint _uniform_scoretext_uBoard1;
303 static GLuint _uniform_scoretext_g_world_depth;
304 static void shader_scoretext_uMdl(m4x3f m){
305 glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m);
306 }
307 static void shader_scoretext_uPv(m4x4f m){
308 glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m);
309 }
310 static void shader_scoretext_uPvmPrev(m4x4f m){
311 glUniformMatrix4fv(_uniform_scoretext_uPvmPrev,1,GL_FALSE,(float*)m);
312 }
313 static void shader_scoretext_uInfo(v3f v){
314 glUniform3fv(_uniform_scoretext_uInfo,1,v);
315 }
316 static void shader_scoretext_uTexGarbage(int i){
317 glUniform1i(_uniform_scoretext_uTexGarbage,i);
318 }
319 static void shader_scoretext_uTexGradients(int i){
320 glUniform1i(_uniform_scoretext_uTexGradients,i);
321 }
322 static void shader_scoretext_uCamera(v3f v){
323 glUniform3fv(_uniform_scoretext_uCamera,1,v);
324 }
325 static void shader_scoretext_uBoard0(v3f v){
326 glUniform3fv(_uniform_scoretext_uBoard0,1,v);
327 }
328 static void shader_scoretext_uBoard1(v3f v){
329 glUniform3fv(_uniform_scoretext_uBoard1,1,v);
330 }
331 static void shader_scoretext_g_world_depth(int i){
332 glUniform1i(_uniform_scoretext_g_world_depth,i);
333 }
334 static void shader_scoretext_register(void){
335 vg_shader_register( &_shader_scoretext );
336 }
337 static void shader_scoretext_use(void){ glUseProgram(_shader_scoretext.id); }
338 static void shader_scoretext_link(void){
339 _uniform_scoretext_uMdl = glGetUniformLocation( _shader_scoretext.id, "uMdl" );
340 _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" );
341 _uniform_scoretext_uPvmPrev = glGetUniformLocation( _shader_scoretext.id, "uPvmPrev" );
342 _uniform_scoretext_uInfo = glGetUniformLocation( _shader_scoretext.id, "uInfo" );
343 _uniform_scoretext_uTexGarbage = glGetUniformLocation( _shader_scoretext.id, "uTexGarbage" );
344 _uniform_scoretext_uTexGradients = glGetUniformLocation( _shader_scoretext.id, "uTexGradients" );
345 _uniform_scoretext_uCamera = glGetUniformLocation( _shader_scoretext.id, "uCamera" );
346 _uniform_scoretext_uBoard0 = glGetUniformLocation( _shader_scoretext.id, "uBoard0" );
347 _uniform_scoretext_uBoard1 = glGetUniformLocation( _shader_scoretext.id, "uBoard1" );
348 _uniform_scoretext_g_world_depth = glGetUniformLocation( _shader_scoretext.id, "g_world_depth" );
349 }
350 #endif /* SHADER_scoretext_H */