063566282c27bb944818e249f5e1df702f784954
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
1 #ifndef SHADER_terrain_H
2 #define SHADER_terrain_H
3 static void shader_terrain_link(void);
4 static void shader_terrain_register(void);
5 static struct vg_shader _shader_terrain = {
6 .name = "terrain",
7 .link = shader_terrain_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 mat4 uPv;\n"
22 "uniform mat4x3 uMdl;\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/terrain.fs",
44 .static_src =
45 "out vec4 FragColor;\n"
46 "\n"
47 "uniform sampler2D uTexGarbage;\n"
48 "uniform sampler2D uTexGradients;\n"
49 "uniform vec3 uCamera;\n"
50 "\n"
51 "in vec4 aColour;\n"
52 "in vec2 aUv;\n"
53 "in vec3 aNorm;\n"
54 "in vec3 aCo;\n"
55 "in vec3 aWorldCo;\n"
56 "\n"
57 "#line 1 1 \n"
58 "layout (std140) uniform ub_world_lighting\n"
59 "{\n"
60 " vec4 g_light_colours[3];\n"
61 " vec4 g_light_directions[3];\n"
62 " vec4 g_ambient_colour;\n"
63 "\n"
64 " vec4 g_water_plane;\n"
65 " vec4 g_depth_bounds;\n"
66 " float g_water_fog;\n"
67 " int g_light_count;\n"
68 " int g_light_preview;\n"
69 "};\n"
70 "\n"
71 "uniform sampler2D g_world_depth;\n"
72 "\n"
73 "// Standard diffuse + spec models\n"
74 "// ==============================\n"
75 "\n"
76 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
77 "{\n"
78 " vec3 vtotal = g_ambient_colour.rgb;\n"
79 "\n"
80 " for( int i=0; i<g_light_count; i++ )\n"
81 " {\n"
82 " vec3 vcolour = g_light_colours[i].rgb;\n"
83 " vec3 vdir = g_light_directions[i].xyz;\n"
84 "\n"
85 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
86 " vtotal += vcolour*flight;\n"
87 " }\n"
88 "\n"
89 " return vfrag * vtotal;\n"
90 "}\n"
91 "\n"
92 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
93 "{\n"
94 " vec3 vcolour = g_light_colours[0].rgb;\n"
95 " vec3 vdir = g_light_directions[0].xyz;\n"
96 "\n"
97 " vec3 specdir = reflect( -vdir, wnormal );\n"
98 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
99 " return vfrag + vcolour*spec*fintensity;\n"
100 "}\n"
101 "\n"
102 "float world_depth_sample( vec3 pos )\n"
103 "{\n"
104 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
105 " return texture( g_world_depth, depth_coord ).r;\n"
106 "}\n"
107 "\n"
108 "float shadow_sample( vec3 vdir )\n"
109 "{\n"
110 " vec3 sample_pos = aWorldCo + vdir;\n"
111 " float height_sample = world_depth_sample( sample_pos );\n"
112 "\n"
113 " float fdelta = height_sample - sample_pos.y;\n"
114 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
115 "}\n"
116 "\n"
117 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
118 "{\n"
119 " float faccum = 0.0;\n"
120 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
121 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
122 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
123 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
124 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
125 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
126 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
127 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
128 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
129 "}\n"
130 "\n"
131 "vec3 do_light_shadowing( vec3 vfrag )\n"
132 "{\n"
133 " float fspread = g_light_colours[0].w;\n"
134 " vec3 vdir = g_light_directions[0].xyz;\n"
135 " float flength = g_light_directions[0].w;\n"
136 "\n"
137 " float famt = 0.0;\n"
138 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
139 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
140 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
141 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
142 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
143 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
144 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
145 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
146 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
147 "}\n"
148 "\n"
149 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
150 "{\n"
151 " float dist = pow(fdist*0.0008,1.2);\n"
152 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
153 "}\n"
154 "\n"
155 "#line 14 0 \n"
156 "\n"
157 "void main()\n"
158 "{\n"
159 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
160 "\n"
161 " // ws modulation\n"
162 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
163 " \n"
164 " // Creating normal patches\n"
165 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
166 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
167 " vec2 dir = normalize(qnorm.xz);\n"
168 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
169 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
170 " \n"
171 " // Patch local noise\n"
172 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
173 "\n"
174 " // Colour blending\n"
175 " float amtgrass = step(qnorm.y,0.6);\n"
176 " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
177 " vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );\n"
178 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
179 " vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n"
180 "\n"
181 " qnorm = mix( qnorm, aNorm, amtsand );\n"
182 " \n"
183 " if( g_light_preview == 1 )\n"
184 " {\n"
185 " vfrag = vec3(0.5);\n"
186 " }\n"
187 "\n"
188 " // Lighting\n"
189 " vec3 halfview = uCamera - aCo;\n"
190 " float fdist = length( halfview );\n"
191 " halfview /= fdist;\n"
192 "\n"
193 " vfrag = do_light_diffuse( vfrag, qnorm );\n"
194 " vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
195 " vfrag = do_light_shadowing( vfrag );\n"
196 " vfrag = apply_fog( vfrag, fdist );\n"
197 "\n"
198 " FragColor = vec4(vfrag, 1.0 );\n"
199 "}\n"
200 ""},
201 };
202
203 static GLuint _uniform_terrain_uPv;
204 static GLuint _uniform_terrain_uMdl;
205 static GLuint _uniform_terrain_uTexGarbage;
206 static GLuint _uniform_terrain_uTexGradients;
207 static GLuint _uniform_terrain_uCamera;
208 static GLuint _uniform_terrain_g_world_depth;
209 static void shader_terrain_uPv(m4x4f m){
210 glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
211 }
212 static void shader_terrain_uMdl(m4x3f m){
213 glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
214 }
215 static void shader_terrain_uTexGarbage(int i){
216 glUniform1i( _uniform_terrain_uTexGarbage, i );
217 }
218 static void shader_terrain_uTexGradients(int i){
219 glUniform1i( _uniform_terrain_uTexGradients, i );
220 }
221 static void shader_terrain_uCamera(v3f v){
222 glUniform3fv( _uniform_terrain_uCamera, 1, v );
223 }
224 static void shader_terrain_g_world_depth(int i){
225 glUniform1i( _uniform_terrain_g_world_depth, i );
226 }
227 static void shader_terrain_register(void){
228 vg_shader_register( &_shader_terrain );
229 }
230 static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
231 static void shader_terrain_link(void){
232 _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
233 _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
234 _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
235 _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
236 _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
237 _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
238 }
239 #endif /* SHADER_terrain_H */