shaders updated
[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 "\n"
20 "uniform mat4 uPv;\n"
21 "uniform mat4x3 uMdl;\n"
22 "\n"
23 "uniform vec3 uInfo;\n"
24 "\n"
25 "out vec4 aColour;\n"
26 "out vec2 aUv;\n"
27 "out vec3 aNorm;\n"
28 "out vec3 aCo;\n"
29 "out vec3 aWorldCo;\n"
30 "\n"
31 "void main()\n"
32 "{\n"
33 " float w = (a_colour.g * 8.0)-5.5 + fract(uInfo.z+0.5);\n"
34 " float c = -cos(w*0.2);\n"
35 " float s = -sin(w*0.2);\n"
36 " float r = 0.2;\n"
37 "\n"
38 " float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
39 " float c1 = cos(w1);\n"
40 " float s1 = sin(w1);\n"
41 "\n"
42 " float yoff = step(0.01,fract(uInfo.z))*-0.5;\n"
43 "\n"
44 " mat4x3 mlocal;\n"
45 " mlocal[0] = vec3(c1, s1,0.0);\n"
46 " mlocal[1] = vec3(-s1,c1,0.0);\n"
47 " mlocal[2] = vec3(0.0,0.0,1.0);\n"
48 " mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
49 "\n"
50 " vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);\n"
51 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
52 " aColour = a_colour;\n"
53 " aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
54 " aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;\n"
55 " aCo = a_co;\n"
56 " aWorldCo = world_pos;\n"
57 "}\n"
58 ""},
59 .fs =
60 {
61 .static_src =
62 "out vec4 FragColor;\n"
63 "\n"
64 "uniform sampler2D uTexGarbage;\n"
65 "uniform sampler2D uTexGradients;\n"
66 "uniform vec3 uCamera;\n"
67 "\n"
68 "in vec4 aColour;\n"
69 "in vec2 aUv;\n"
70 "in vec3 aNorm;\n"
71 "in vec3 aCo;\n"
72 "in vec3 aWorldCo;\n"
73 "\n"
74 "#line 1 1 \n"
75 "layout (std140) uniform ub_world_lighting\n"
76 "{\n"
77 " vec4 g_light_colours[3];\n"
78 " vec4 g_light_directions[3];\n"
79 " vec4 g_ambient_colour;\n"
80 "\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"
86 " int g_shadow_samples;\n"
87 "};\n"
88 "\n"
89 "uniform sampler2D g_world_depth;\n"
90 "\n"
91 "// Standard diffuse + spec models\n"
92 "// ==============================\n"
93 "\n"
94 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
95 "{\n"
96 " vec3 vtotal = g_ambient_colour.rgb;\n"
97 "\n"
98 " for( int i=0; i<g_light_count; i++ )\n"
99 " {\n"
100 " vec3 vcolour = g_light_colours[i].rgb;\n"
101 " vec3 vdir = g_light_directions[i].xyz;\n"
102 "\n"
103 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
104 " vtotal += vcolour*flight;\n"
105 " }\n"
106 "\n"
107 " return vfrag * vtotal;\n"
108 "}\n"
109 "\n"
110 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
111 "{\n"
112 " vec3 vcolour = g_light_colours[0].rgb;\n"
113 " vec3 vdir = g_light_directions[0].xyz;\n"
114 "\n"
115 " vec3 specdir = reflect( -vdir, wnormal );\n"
116 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
117 " return vfrag + vcolour*spec*fintensity;\n"
118 "}\n"
119 "\n"
120 "float world_depth_sample( vec3 pos )\n"
121 "{\n"
122 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
123 " return texture( g_world_depth, depth_coord ).r;\n"
124 "}\n"
125 "\n"
126 "float shadow_sample( vec3 vdir )\n"
127 "{\n"
128 " vec3 sample_pos = aWorldCo + vdir;\n"
129 " float height_sample = world_depth_sample( sample_pos );\n"
130 "\n"
131 " float fdelta = height_sample - sample_pos.y;\n"
132 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
133 "}\n"
134 "\n"
135 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
136 "{\n"
137 " float faccum = 0.0;\n"
138 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
139 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
140 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
141 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
142 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
143 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
144 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
145 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
146 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
147 "}\n"
148 "\n"
149 "vec3 do_light_shadowing( vec3 vfrag )\n"
150 "{\n"
151 " if( g_shadow_samples == 0 )\n"
152 " {\n"
153 " return vfrag;\n"
154 " }\n"
155 "\n"
156 " float fspread = g_light_colours[0].w;\n"
157 " vec3 vdir = g_light_directions[0].xyz;\n"
158 " float flength = g_light_directions[0].w;\n"
159 "\n"
160 " float famt = 0.0;\n"
161 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
162 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
163 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
164 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
165 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
166 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
167 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
168 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
169 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
170 "}\n"
171 "\n"
172 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
173 "{\n"
174 " float dist = pow(fdist*0.0008,1.2);\n"
175 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
176 "}\n"
177 "\n"
178 "#line 14 0 \n"
179 "\n"
180 "void main()\n"
181 "{\n"
182 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
183 "\n"
184 " // ws modulation\n"
185 " vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
186 " \n"
187 " // Creating normal patches\n"
188 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
189 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
190 "\n"
191 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
192 " vec3 tangent1 = cross(qnorm,tangent0);\n"
193 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
194 " \n"
195 " // Patch local noise\n"
196 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
197 "\n"
198 " // Colour blending\n"
199 " float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n"
200 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
201 "\n"
202 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
203 " vfrag -= rgarbage.a*0.04;\n"
204 "\n"
205 " if( g_light_preview == 1 )\n"
206 " {\n"
207 " vfrag = vec3(0.5);\n"
208 " }\n"
209 "\n"
210 " // Lighting\n"
211 " vec3 halfview = uCamera - aWorldCo;\n"
212 " float fdist = length( halfview );\n"
213 " halfview /= fdist;\n"
214 "\n"
215 " vfrag = do_light_diffuse( vfrag, qnorm );\n"
216 " vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
217 " vfrag = do_light_shadowing( vfrag );\n"
218 " vfrag = apply_fog( vfrag, fdist );\n"
219 "\n"
220 " FragColor = vec4(vfrag, 1.0 );\n"
221 "}\n"
222 ""},
223 };
224
225 static GLuint _uniform_scoretext_uPv;
226 static GLuint _uniform_scoretext_uMdl;
227 static GLuint _uniform_scoretext_uInfo;
228 static GLuint _uniform_scoretext_uTexGarbage;
229 static GLuint _uniform_scoretext_uTexGradients;
230 static GLuint _uniform_scoretext_uCamera;
231 static GLuint _uniform_scoretext_g_world_depth;
232 static void shader_scoretext_uPv(m4x4f m){
233 glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m);
234 }
235 static void shader_scoretext_uMdl(m4x3f m){
236 glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m);
237 }
238 static void shader_scoretext_uInfo(v3f v){
239 glUniform3fv(_uniform_scoretext_uInfo,1,v);
240 }
241 static void shader_scoretext_uTexGarbage(int i){
242 glUniform1i(_uniform_scoretext_uTexGarbage,i);
243 }
244 static void shader_scoretext_uTexGradients(int i){
245 glUniform1i(_uniform_scoretext_uTexGradients,i);
246 }
247 static void shader_scoretext_uCamera(v3f v){
248 glUniform3fv(_uniform_scoretext_uCamera,1,v);
249 }
250 static void shader_scoretext_g_world_depth(int i){
251 glUniform1i(_uniform_scoretext_g_world_depth,i);
252 }
253 static void shader_scoretext_register(void){
254 vg_shader_register( &_shader_scoretext );
255 }
256 static void shader_scoretext_use(void){ glUseProgram(_shader_scoretext.id); }
257 static void shader_scoretext_link(void){
258 _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" );
259 _uniform_scoretext_uMdl = glGetUniformLocation( _shader_scoretext.id, "uMdl" );
260 _uniform_scoretext_uInfo = glGetUniformLocation( _shader_scoretext.id, "uInfo" );
261 _uniform_scoretext_uTexGarbage = glGetUniformLocation( _shader_scoretext.id, "uTexGarbage" );
262 _uniform_scoretext_uTexGradients = glGetUniformLocation( _shader_scoretext.id, "uTexGradients" );
263 _uniform_scoretext_uCamera = glGetUniformLocation( _shader_scoretext.id, "uCamera" );
264 _uniform_scoretext_g_world_depth = glGetUniformLocation( _shader_scoretext.id, "g_world_depth" );
265 }
266 #endif /* SHADER_scoretext_H */