framebuffer formalitites
[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 "out vec3 aMotionVec0;\n"
21 "out vec3 aMotionVec1;\n"
22 "\n"
23 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
24 "{\n"
25 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
26 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
27 "}\n"
28 "\n"
29 "#line 3 0 \n"
30 "\n"
31 "uniform mat4x3 uMdl;\n"
32 "uniform mat4 uPv;\n"
33 "uniform mat4 uPvmPrev;\n"
34 "\n"
35 "out vec4 aColour;\n"
36 "out vec2 aUv;\n"
37 "out vec3 aNorm;\n"
38 "out vec3 aCo;\n"
39 "out vec3 aWorldCo;\n"
40 "\n"
41 "void main()\n"
42 "{\n"
43 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
44 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
45 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
46 "\n"
47 " vs_motion_out( vproj0, vproj1 );\n"
48 "\n"
49 " gl_Position = vproj0;\n"
50 " aWorldCo = world_pos0;\n"
51 " aColour = a_colour;\n"
52 " aUv = a_uv;\n"
53 " aNorm = mat3(uMdl) * a_norm;\n"
54 " aCo = a_co;\n"
55 "}\n"
56 ""},
57 .fs =
58 {
59 .static_src =
60 "layout (location = 0) out vec4 oColour;\n"
61 "\n"
62 "uniform vec4 uColour;\n"
63 "uniform sampler2D uTexGarbage;\n"
64 "uniform float uTime;\n"
65 "\n"
66 "in vec4 aColour;\n"
67 "in vec2 aUv;\n"
68 "in vec3 aNorm;\n"
69 "in vec3 aCo;\n"
70 "\n"
71 "#line 1 1 \n"
72 "layout (location = 1) out vec2 oMotionVec;\n"
73 "\n"
74 "in vec3 aMotionVec0;\n"
75 "in vec3 aMotionVec1;\n"
76 "\n"
77 "void compute_motion_vectors()\n"
78 "{\n"
79 " // Write motion vectors\n"
80 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
81 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
82 " oMotionVec = vmotion1-vmotion0;\n"
83 "}\n"
84 "\n"
85 "#line 13 0 \n"
86 "\n"
87 "void main()\n"
88 "{\n"
89 " compute_motion_vectors();\n"
90 "\n"
91 " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
92 " float fblend = pow(fintensity,4.0);\n"
93 " vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
94 " vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
95 " vec3 diffuse = mix( skycolour, horizon, fblend );\n"
96 "\n"
97 " float fmove = uTime * 0.004;\n"
98 " vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
99 " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
100 " vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
101 "\n"
102 " float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
103 " float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
104 "\n"
105 " vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
106 " float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
107 "\n"
108 " vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
109 " oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
110 "}\n"
111 ""},
112 };
113
114 static GLuint _uniform_sky_uMdl;
115 static GLuint _uniform_sky_uPv;
116 static GLuint _uniform_sky_uPvmPrev;
117 static GLuint _uniform_sky_uColour;
118 static GLuint _uniform_sky_uTexGarbage;
119 static GLuint _uniform_sky_uTime;
120 static void shader_sky_uMdl(m4x3f m){
121 glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
122 }
123 static void shader_sky_uPv(m4x4f m){
124 glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
125 }
126 static void shader_sky_uPvmPrev(m4x4f m){
127 glUniformMatrix4fv(_uniform_sky_uPvmPrev,1,GL_FALSE,(float*)m);
128 }
129 static void shader_sky_uColour(v4f v){
130 glUniform4fv(_uniform_sky_uColour,1,v);
131 }
132 static void shader_sky_uTexGarbage(int i){
133 glUniform1i(_uniform_sky_uTexGarbage,i);
134 }
135 static void shader_sky_uTime(float f){
136 glUniform1f(_uniform_sky_uTime,f);
137 }
138 static void shader_sky_register(void){
139 vg_shader_register( &_shader_sky );
140 }
141 static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
142 static void shader_sky_link(void){
143 _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
144 _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
145 _uniform_sky_uPvmPrev = glGetUniformLocation( _shader_sky.id, "uPvmPrev" );
146 _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
147 _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
148 _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );
149 }
150 #endif /* SHADER_sky_H */