fix motion vectors going through gate
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sky.h
1 #ifndef SHADER_sky_H
2 #define SHADER_sky_H
3 static void shader_sky_link(void);
4 static void shader_sky_register(void);
5 static struct vg_shader _shader_sky = {
6 .name = "sky",
7 .link = shader_sky_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 "out vec4 aColour;\n"
44 "out vec2 aUv;\n"
45 "out vec3 aNorm;\n"
46 "out vec3 aCo;\n"
47 "out vec3 aWorldCo;\n"
48 "\n"
49 "void main()\n"
50 "{\n"
51 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
52 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
53 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
54 "\n"
55 " vs_motion_out( vproj0, vproj1 );\n"
56 "\n"
57 " gl_Position = vproj0;\n"
58 " aWorldCo = world_pos0;\n"
59 " aColour = a_colour;\n"
60 " aUv = a_uv;\n"
61 " aNorm = mat3(uMdl) * a_norm;\n"
62 " aCo = a_co;\n"
63 "}\n"
64 ""},
65 .fs =
66 {
67 .static_src =
68 "layout (location = 0) out vec4 oColour;\n"
69 "\n"
70 "uniform vec4 uColour;\n"
71 "uniform sampler2D uTexGarbage;\n"
72 "uniform float uTime;\n"
73 "\n"
74 "in vec4 aColour;\n"
75 "in vec2 aUv;\n"
76 "in vec3 aNorm;\n"
77 "in vec3 aCo;\n"
78 "\n"
79 "#line 1 1 \n"
80 "const float k_motion_lerp_amount = 0.01;\n"
81 "\n"
82 "#line 2 0 \n"
83 "\n"
84 "layout (location = 1) out vec2 oMotionVec;\n"
85 "\n"
86 "in vec3 aMotionVec0;\n"
87 "in vec3 aMotionVec1;\n"
88 "\n"
89 "void compute_motion_vectors()\n"
90 "{\n"
91 " // Write motion vectors\n"
92 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
93 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
94 "\n"
95 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
96 "}\n"
97 "\n"
98 "#line 13 0 \n"
99 "\n"
100 "void main()\n"
101 "{\n"
102 " compute_motion_vectors();\n"
103 "\n"
104 " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
105 " float fblend = pow(fintensity,4.0);\n"
106 " vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
107 " vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
108 " vec3 diffuse = mix( skycolour, horizon, fblend );\n"
109 "\n"
110 " float fmove = uTime * 0.004;\n"
111 " vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
112 " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
113 " vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
114 "\n"
115 " float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
116 " float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
117 "\n"
118 " vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
119 " float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
120 "\n"
121 " vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
122 " oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
123 "}\n"
124 ""},
125 };
126
127 static GLuint _uniform_sky_uMdl;
128 static GLuint _uniform_sky_uPv;
129 static GLuint _uniform_sky_uPvmPrev;
130 static GLuint _uniform_sky_uColour;
131 static GLuint _uniform_sky_uTexGarbage;
132 static GLuint _uniform_sky_uTime;
133 static void shader_sky_uMdl(m4x3f m){
134 glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
135 }
136 static void shader_sky_uPv(m4x4f m){
137 glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
138 }
139 static void shader_sky_uPvmPrev(m4x4f m){
140 glUniformMatrix4fv(_uniform_sky_uPvmPrev,1,GL_FALSE,(float*)m);
141 }
142 static void shader_sky_uColour(v4f v){
143 glUniform4fv(_uniform_sky_uColour,1,v);
144 }
145 static void shader_sky_uTexGarbage(int i){
146 glUniform1i(_uniform_sky_uTexGarbage,i);
147 }
148 static void shader_sky_uTime(float f){
149 glUniform1f(_uniform_sky_uTime,f);
150 }
151 static void shader_sky_register(void){
152 vg_shader_register( &_shader_sky );
153 }
154 static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
155 static void shader_sky_link(void){
156 _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
157 _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
158 _uniform_sky_uPvmPrev = glGetUniformLocation( _shader_sky.id, "uPvmPrev" );
159 _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
160 _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
161 _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );
162 }
163 #endif /* SHADER_sky_H */