42e87aa62a98397ac40339c4c8503fa48b2943bf
[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/terrain.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 vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
16 "\n"
17 "#line 2 0 \n"
18 "\n"
19 "uniform mat4 uPv;\n"
20 "uniform mat4x3 uMdl;\n"
21 "\n"
22 "out vec4 aColour;\n"
23 "out vec2 aUv;\n"
24 "out vec3 aNorm;\n"
25 "out vec3 aCo;\n"
26 "\n"
27 "void main()\n"
28 "{\n"
29 " gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
30 " aColour = a_colour;\n"
31 " aUv = a_uv;\n"
32 " aNorm = mat3(uMdl) * a_norm;\n"
33 " aCo = a_co;\n"
34 "}\n"
35 ""},
36 .fs =
37 {
38 .orig_file = "../shaders/terrain.fs",
39 .static_src =
40 "out vec4 FragColor;\n"
41 "\n"
42 "uniform sampler2D uTexGarbage;\n"
43 "uniform sampler2D uTexGradients;\n"
44 "\n"
45 "in vec4 aColour;\n"
46 "in vec2 aUv;\n"
47 "in vec3 aNorm;\n"
48 "in vec3 aCo;\n"
49 "\n"
50 "void main()\n"
51 "{\n"
52 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
53 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
54 " vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;\n"
55 "\n"
56 " vec2 dir = normalize(qnorm.xz);\n"
57 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
58 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
59 "\n"
60 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
61 " float amtgrass = step(qnorm.y,0.6);\n"
62 " vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
63 " vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
64 " \n"
65 " vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n"
66 " float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n"
67 "\n"
68 " FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n"
69 "}\n"
70 ""},
71 };
72
73 static GLuint _uniform_terrain_uPv;
74 static GLuint _uniform_terrain_uMdl;
75 static GLuint _uniform_terrain_uTexGarbage;
76 static GLuint _uniform_terrain_uTexGradients;
77 static void shader_terrain_uPv(m4x4f m){
78 glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
79 }
80 static void shader_terrain_uMdl(m4x3f m){
81 glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
82 }
83 static void shader_terrain_uTexGarbage(int i){
84 glUniform1i( _uniform_terrain_uTexGarbage, i );
85 }
86 static void shader_terrain_uTexGradients(int i){
87 glUniform1i( _uniform_terrain_uTexGradients, i );
88 }
89 static void shader_terrain_register(void){
90 vg_shader_register( &_shader_terrain );
91 }
92 static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
93 static void shader_terrain_link(void){
94 _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
95 _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
96 _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
97 _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
98 }
99 #endif /* SHADER_terrain_H */