framebuffer formalitites
[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 .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 "uniform sampler2D uTexGarbage;\n"
61 "uniform sampler2D uTexGradients;\n"
62 "uniform vec3 uCamera;\n"
63 "uniform vec3 uSandColour;\n"
64 "uniform vec2 uBlendOffset;\n"
65 "\n"
66 "in vec4 aColour;\n"
67 "in vec2 aUv;\n"
68 "in vec3 aNorm;\n"
69 "in vec3 aCo;\n"
70 "in vec3 aWorldCo;\n"
71 "\n"
72 "#line 1 1 \n"
73 "layout (location = 0) out vec4 oColour;\n"
74 "\n"
75 "layout (std140) uniform ub_world_lighting\n"
76 "{\n"
77 " vec4 g_light_colours[3];\n"
78 " vec4 g_light_directions[3];\n"
79 " vec4 g_ambient_colour;\n"
80 "\n"
81 " vec4 g_water_plane;\n"
82 " vec4 g_depth_bounds;\n"
83 " float g_water_fog;\n"
84 " int g_light_count;\n"
85 " int g_light_preview;\n"
86 " int g_shadow_samples;\n"
87 "};\n"
88 "\n"
89 "uniform sampler2D g_world_depth;\n"
90 "\n"
91 "// Standard diffuse + spec models\n"
92 "// ==============================\n"
93 "\n"
94 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
95 "{\n"
96 " vec3 vtotal = g_ambient_colour.rgb;\n"
97 "\n"
98 " for( int i=0; i<g_light_count; i++ )\n"
99 " {\n"
100 " vec3 vcolour = g_light_colours[i].rgb;\n"
101 " vec3 vdir = g_light_directions[i].xyz;\n"
102 "\n"
103 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
104 " vtotal += vcolour*flight;\n"
105 " }\n"
106 "\n"
107 " return vfrag * vtotal;\n"
108 "}\n"
109 "\n"
110 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
111 "{\n"
112 " vec3 vcolour = g_light_colours[0].rgb;\n"
113 " vec3 vdir = g_light_directions[0].xyz;\n"
114 "\n"
115 " vec3 specdir = reflect( -vdir, wnormal );\n"
116 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
117 " return vfrag + vcolour*spec*fintensity;\n"
118 "}\n"
119 "\n"
120 "float world_depth_sample( vec3 pos )\n"
121 "{\n"
122 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
123 " return texture( g_world_depth, depth_coord ).r;\n"
124 "}\n"
125 "\n"
126 "float shadow_sample( vec3 vdir )\n"
127 "{\n"
128 " vec3 sample_pos = aWorldCo + vdir;\n"
129 " float height_sample = world_depth_sample( sample_pos );\n"
130 "\n"
131 " float fdelta = height_sample - sample_pos.y;\n"
132 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
133 "}\n"
134 "\n"
135 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
136 "{\n"
137 " float faccum = 0.0;\n"
138 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
139 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
140 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
141 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
142 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
143 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
144 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
145 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
146 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
147 "}\n"
148 "\n"
149 "vec3 do_light_shadowing( vec3 vfrag )\n"
150 "{\n"
151 " if( g_shadow_samples == 0 )\n"
152 " {\n"
153 " return vfrag;\n"
154 " }\n"
155 "\n"
156 " float fspread = g_light_colours[0].w;\n"
157 " vec3 vdir = g_light_directions[0].xyz;\n"
158 " float flength = g_light_directions[0].w;\n"
159 "\n"
160 " float famt = 0.0;\n"
161 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
162 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
163 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
164 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
165 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
166 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
167 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
168 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
169 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
170 "}\n"
171 "\n"
172 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
173 "{\n"
174 " float dist = pow(fdist*0.0008,1.2);\n"
175 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
176 "}\n"
177 "\n"
178 "#line 14 0 \n"
179 "#line 1 2 \n"
180 "layout (location = 1) out vec2 oMotionVec;\n"
181 "\n"
182 "in vec3 aMotionVec0;\n"
183 "in vec3 aMotionVec1;\n"
184 "\n"
185 "void compute_motion_vectors()\n"
186 "{\n"
187 " // Write motion vectors\n"
188 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
189 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
190 " oMotionVec = vmotion1-vmotion0;\n"
191 "}\n"
192 "\n"
193 "#line 15 0 \n"
194 "\n"
195 "void main()\n"
196 "{\n"
197 " compute_motion_vectors();\n"
198 "\n"
199 " // Colour\n"
200 " // ------\n"
201 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
202 "\n"
203 " // ws modulation\n"
204 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
205 " \n"
206 " // Creating normal patches\n"
207 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
208 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
209 " vec2 dir = normalize(qnorm.xz);\n"
210 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
211 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
212 " \n"
213 " // Patch local noise\n"
214 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
215 "\n"
216 " // Colour blending\n"
217 " float amtgrass = step(qnorm.y,0.6);\n"
218 " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
219 " vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
220 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
221 " vfrag = mix( vfrag, uSandColour, amtsand );\n"
222 "\n"
223 " qnorm = mix( qnorm, aNorm, amtsand );\n"
224 " \n"
225 " if( g_light_preview == 1 )\n"
226 " {\n"
227 " vfrag = vec3(0.5);\n"
228 " }\n"
229 "\n"
230 " // Lighting\n"
231 " vec3 halfview = uCamera - aCo;\n"
232 " float fdist = length( halfview );\n"
233 " halfview /= fdist;\n"
234 "\n"
235 " vfrag = do_light_diffuse( vfrag, qnorm );\n"
236 " vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
237 " vfrag = do_light_shadowing( vfrag );\n"
238 " vfrag = apply_fog( vfrag, fdist );\n"
239 "\n"
240 " oColour = vec4(vfrag, 1.0 );\n"
241 "}\n"
242 ""},
243 };
244
245 static GLuint _uniform_terrain_uMdl;
246 static GLuint _uniform_terrain_uPv;
247 static GLuint _uniform_terrain_uPvmPrev;
248 static GLuint _uniform_terrain_uTexGarbage;
249 static GLuint _uniform_terrain_uTexGradients;
250 static GLuint _uniform_terrain_uCamera;
251 static GLuint _uniform_terrain_uSandColour;
252 static GLuint _uniform_terrain_uBlendOffset;
253 static GLuint _uniform_terrain_g_world_depth;
254 static void shader_terrain_uMdl(m4x3f m){
255 glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
256 }
257 static void shader_terrain_uPv(m4x4f m){
258 glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m);
259 }
260 static void shader_terrain_uPvmPrev(m4x4f m){
261 glUniformMatrix4fv(_uniform_terrain_uPvmPrev,1,GL_FALSE,(float*)m);
262 }
263 static void shader_terrain_uTexGarbage(int i){
264 glUniform1i(_uniform_terrain_uTexGarbage,i);
265 }
266 static void shader_terrain_uTexGradients(int i){
267 glUniform1i(_uniform_terrain_uTexGradients,i);
268 }
269 static void shader_terrain_uCamera(v3f v){
270 glUniform3fv(_uniform_terrain_uCamera,1,v);
271 }
272 static void shader_terrain_uSandColour(v3f v){
273 glUniform3fv(_uniform_terrain_uSandColour,1,v);
274 }
275 static void shader_terrain_uBlendOffset(v2f v){
276 glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
277 }
278 static void shader_terrain_g_world_depth(int i){
279 glUniform1i(_uniform_terrain_g_world_depth,i);
280 }
281 static void shader_terrain_register(void){
282 vg_shader_register( &_shader_terrain );
283 }
284 static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
285 static void shader_terrain_link(void){
286 _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
287 _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
288 _uniform_terrain_uPvmPrev = glGetUniformLocation( _shader_terrain.id, "uPvmPrev" );
289 _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
290 _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
291 _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
292 _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
293 _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
294 _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
295 }
296 #endif /* SHADER_terrain_H */