surface props
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / standard.h
1 #ifndef SHADER_standard_H
2 #define SHADER_standard_H
3 static void shader_standard_link(void);
4 static void shader_standard_register(void);
5 static struct vg_shader _shader_standard = {
6 .name = "standard",
7 .link = shader_standard_link,
8 .vs =
9 {
10 .orig_file = "../../shaders/standard.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "uniform mat4x3 uMdl;\n"
22 "uniform mat4 uPv;\n"
23 "\n"
24 "out vec4 aColour;\n"
25 "out vec2 aUv;\n"
26 "out vec3 aNorm;\n"
27 "out vec3 aCo;\n"
28 "out vec3 aWorldCo;\n"
29 "\n"
30 "void main()\n"
31 "{\n"
32 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
33 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
34 " aColour = a_colour;\n"
35 " aUv = a_uv;\n"
36 " aNorm = mat3(uMdl) * a_norm;\n"
37 " aCo = a_co;\n"
38 " aWorldCo = world_pos;\n"
39 "}\n"
40 ""},
41 .fs =
42 {
43 .orig_file = "../../shaders/standard.fs",
44 .static_src =
45 "out vec4 FragColor;\n"
46 "\n"
47 "uniform sampler2D uTexGarbage;\n"
48 "uniform sampler2D uTexMain;\n"
49 "uniform vec3 uCamera;\n"
50 "uniform vec4 uPlane;\n"
51 "\n"
52 "in vec4 aColour;\n"
53 "in vec2 aUv;\n"
54 "in vec3 aNorm;\n"
55 "in vec3 aCo;\n"
56 "in vec3 aWorldCo;\n"
57 "\n"
58 "#line 1 1 \n"
59 "layout (std140) uniform ub_world_lighting\n"
60 "{\n"
61 " vec4 g_light_colours[3];\n"
62 " vec4 g_light_directions[3];\n"
63 " vec4 g_ambient_colour;\n"
64 "\n"
65 " vec4 g_water_plane;\n"
66 " vec4 g_depth_bounds;\n"
67 " float g_water_fog;\n"
68 " int g_light_count;\n"
69 " int g_light_preview;\n"
70 "};\n"
71 "\n"
72 "uniform sampler2D g_world_depth;\n"
73 "\n"
74 "// Standard diffuse + spec models\n"
75 "// ==============================\n"
76 "\n"
77 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
78 "{\n"
79 " vec3 vtotal = g_ambient_colour.rgb;\n"
80 "\n"
81 " for( int i=0; i<g_light_count; i++ )\n"
82 " {\n"
83 " vec3 vcolour = g_light_colours[i].rgb;\n"
84 " vec3 vdir = g_light_directions[i].xyz;\n"
85 "\n"
86 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
87 " vtotal += vcolour*flight;\n"
88 " }\n"
89 "\n"
90 " return vfrag * vtotal;\n"
91 "}\n"
92 "\n"
93 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
94 "{\n"
95 " vec3 vcolour = g_light_colours[0].rgb;\n"
96 " vec3 vdir = g_light_directions[0].xyz;\n"
97 "\n"
98 " vec3 specdir = reflect( -vdir, wnormal );\n"
99 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
100 " return vfrag + vcolour*spec*fintensity;\n"
101 "}\n"
102 "\n"
103 "float world_depth_sample( vec3 pos )\n"
104 "{\n"
105 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
106 " return texture( g_world_depth, depth_coord ).r;\n"
107 "}\n"
108 "\n"
109 "float shadow_sample( vec3 vdir )\n"
110 "{\n"
111 " vec3 sample_pos = aWorldCo + vdir;\n"
112 " float height_sample = world_depth_sample( sample_pos );\n"
113 "\n"
114 " float fdelta = height_sample - sample_pos.y;\n"
115 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
116 "}\n"
117 "\n"
118 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
119 "{\n"
120 " float faccum = 0.0;\n"
121 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
122 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
123 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
124 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
125 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
126 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
127 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
128 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
129 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
130 "}\n"
131 "\n"
132 "vec3 do_light_shadowing( vec3 vfrag )\n"
133 "{\n"
134 " float fspread = g_light_colours[0].w;\n"
135 " vec3 vdir = g_light_directions[0].xyz;\n"
136 " float flength = g_light_directions[0].w;\n"
137 "\n"
138 " float famt = 0.0;\n"
139 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
140 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
141 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
142 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
143 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
144 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
145 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
146 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
147 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
148 "}\n"
149 "\n"
150 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
151 "{\n"
152 " float dist = pow(fdist*0.0008,1.2);\n"
153 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
154 "}\n"
155 "\n"
156 "#line 15 0 \n"
157 "\n"
158 "void main()\n"
159 "{\n"
160 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
161 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
162 " vec3 qnorm = normalize(aNorm);\n"
163 "\n"
164 " vfrag = vsamplemain.rgb;\n"
165 "\n"
166 " if( g_light_preview == 1 )\n"
167 " {\n"
168 " vfrag = vec3(0.5);\n"
169 " }\n"
170 "\n"
171 " // Lighting\n"
172 " vec3 halfview = uCamera - aWorldCo;\n"
173 " float fdist = length( halfview );\n"
174 " halfview /= fdist;\n"
175 "\n"
176 " vfrag = do_light_diffuse( vfrag, qnorm );\n"
177 " vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
178 " vfrag = do_light_shadowing( vfrag );\n"
179 " vfrag = apply_fog( vfrag, fdist );\n"
180 "\n"
181 " FragColor = vec4(vfrag, 1.0);\n"
182 "}\n"
183 ""},
184 };
185
186 static GLuint _uniform_standard_uMdl;
187 static GLuint _uniform_standard_uPv;
188 static GLuint _uniform_standard_uTexGarbage;
189 static GLuint _uniform_standard_uTexMain;
190 static GLuint _uniform_standard_uCamera;
191 static GLuint _uniform_standard_uPlane;
192 static GLuint _uniform_standard_g_world_depth;
193 static void shader_standard_uMdl(m4x3f m){
194 glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m );
195 }
196 static void shader_standard_uPv(m4x4f m){
197 glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
198 }
199 static void shader_standard_uTexGarbage(int i){
200 glUniform1i( _uniform_standard_uTexGarbage, i );
201 }
202 static void shader_standard_uTexMain(int i){
203 glUniform1i( _uniform_standard_uTexMain, i );
204 }
205 static void shader_standard_uCamera(v3f v){
206 glUniform3fv( _uniform_standard_uCamera, 1, v );
207 }
208 static void shader_standard_uPlane(v4f v){
209 glUniform4fv( _uniform_standard_uPlane, 1, v );
210 }
211 static void shader_standard_g_world_depth(int i){
212 glUniform1i( _uniform_standard_g_world_depth, i );
213 }
214 static void shader_standard_register(void){
215 vg_shader_register( &_shader_standard );
216 }
217 static void shader_standard_use(void){ glUseProgram(_shader_standard.id); }
218 static void shader_standard_link(void){
219 _uniform_standard_uMdl = glGetUniformLocation( _shader_standard.id, "uMdl" );
220 _uniform_standard_uPv = glGetUniformLocation( _shader_standard.id, "uPv" );
221 _uniform_standard_uTexGarbage = glGetUniformLocation( _shader_standard.id, "uTexGarbage" );
222 _uniform_standard_uTexMain = glGetUniformLocation( _shader_standard.id, "uTexMain" );
223 _uniform_standard_uCamera = glGetUniformLocation( _shader_standard.id, "uCamera" );
224 _uniform_standard_uPlane = glGetUniformLocation( _shader_standard.id, "uPlane" );
225 _uniform_standard_g_world_depth = glGetUniformLocation( _shader_standard.id, "g_world_depth" );
226 }
227 #endif /* SHADER_standard_H */