shaders updated
[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 "\n"
20 "uniform mat4x3 uMdl;\n"
21 "uniform mat4 uPv;\n"
22 "\n"
23 "out vec4 aColour;\n"
24 "out vec2 aUv;\n"
25 "out vec3 aNorm;\n"
26 "out vec3 aCo;\n"
27 "out vec3 aWorldCo;\n"
28 "\n"
29 "void main()\n"
30 "{\n"
31 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
32 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
33 " aColour = a_colour;\n"
34 " aUv = a_uv;\n"
35 " aNorm = mat3(uMdl) * a_norm;\n"
36 " aCo = a_co;\n"
37 " aWorldCo = world_pos;\n"
38 "}\n"
39 ""},
40 .fs =
41 {
42 .static_src =
43 "out vec4 FragColor;\n"
44 "\n"
45 "uniform vec4 uColour;\n"
46 "uniform sampler2D uTexGarbage;\n"
47 "uniform float uTime;\n"
48 "\n"
49 "in vec4 aColour;\n"
50 "in vec2 aUv;\n"
51 "in vec3 aNorm;\n"
52 "in vec3 aCo;\n"
53 "\n"
54 "void main()\n"
55 "{\n"
56 " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
57 " float fblend = pow(fintensity,4.0);\n"
58 " vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
59 " vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
60 " vec3 diffuse = mix( skycolour, horizon, fblend );\n"
61 "\n"
62 " float fmove = uTime * 0.004;\n"
63 " vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
64 " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
65 " vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
66 "\n"
67 " float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
68 " float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
69 "\n"
70 " vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
71 " float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
72 "\n"
73 " vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
74 " FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
75 "}\n"
76 ""},
77 };
78
79 static GLuint _uniform_sky_uMdl;
80 static GLuint _uniform_sky_uPv;
81 static GLuint _uniform_sky_uColour;
82 static GLuint _uniform_sky_uTexGarbage;
83 static GLuint _uniform_sky_uTime;
84 static void shader_sky_uMdl(m4x3f m){
85 glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
86 }
87 static void shader_sky_uPv(m4x4f m){
88 glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
89 }
90 static void shader_sky_uColour(v4f v){
91 glUniform4fv(_uniform_sky_uColour,1,v);
92 }
93 static void shader_sky_uTexGarbage(int i){
94 glUniform1i(_uniform_sky_uTexGarbage,i);
95 }
96 static void shader_sky_uTime(float f){
97 glUniform1f(_uniform_sky_uTime,f);
98 }
99 static void shader_sky_register(void){
100 vg_shader_register( &_shader_sky );
101 }
102 static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
103 static void shader_sky_link(void){
104 _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
105 _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
106 _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
107 _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
108 _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );
109 }
110 #endif /* SHADER_sky_H */