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
= {
7 .link
= shader_terrain_link
,
10 .orig_file
= "../shaders/terrain.vs",
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"
20 "uniform mat4x3 uMdl;\n"
29 " gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
30 " aColour = a_colour;\n"
32 " aNorm = mat3(uMdl) * a_norm;\n"
38 .orig_file
= "../shaders/terrain.fs",
40 "out vec4 FragColor;\n"
42 "uniform sampler2D uTexGarbage;\n"
43 "uniform sampler2D uTexGradients;\n"
44 "uniform vec3 uCamera;\n"
45 "uniform vec4 uPlane;\n"
52 "float water_depth( vec3 pos, vec3 dir, vec4 plane )\n"
54 " float d = dot( plane.xyz, dir );\n"
55 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
61 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
63 " // Creating normal patches\n"
64 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
65 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm) * 0.25);\n"
66 " vec2 dir = normalize(qnorm.xz);\n"
67 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
68 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
70 " // Patch local noise\n"
71 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
73 " // Colour blending\n"
74 " float amtgrass = step(qnorm.y,0.6);\n"
75 " float amtsand = min(max((aCo.y + 90.0) * -0.08,0.0)*qnorm.y,1.0);\n"
76 " vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
77 " vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
78 " diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n"
81 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
82 " vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n"
83 " float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n"
84 " diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"
86 " // Specular lighting\n"
87 " vec3 halfview = normalize( uCamera - aCo );\n"
88 " vec3 specdir = reflect( -lightdir, qnorm );\n"
89 " float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
90 " diffuse += spec * vec3(1.0,0.8,0.8);\n"
92 " FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n"
97 static GLuint _uniform_terrain_uPv
;
98 static GLuint _uniform_terrain_uMdl
;
99 static GLuint _uniform_terrain_uTexGarbage
;
100 static GLuint _uniform_terrain_uTexGradients
;
101 static GLuint _uniform_terrain_uCamera
;
102 static GLuint _uniform_terrain_uPlane
;
103 static void shader_terrain_uPv(m4x4f m
){
104 glUniformMatrix4fv( _uniform_terrain_uPv
, 1, GL_FALSE
, (float *)m
);
106 static void shader_terrain_uMdl(m4x3f m
){
107 glUniformMatrix4x3fv( _uniform_terrain_uMdl
, 1, GL_FALSE
, (float *)m
);
109 static void shader_terrain_uTexGarbage(int i
){
110 glUniform1i( _uniform_terrain_uTexGarbage
, i
);
112 static void shader_terrain_uTexGradients(int i
){
113 glUniform1i( _uniform_terrain_uTexGradients
, i
);
115 static void shader_terrain_uCamera(v3f v
){
116 glUniform3fv( _uniform_terrain_uCamera
, 1, v
);
118 static void shader_terrain_uPlane(v4f v
){
119 glUniform4fv( _uniform_terrain_uPlane
, 1, v
);
121 static void shader_terrain_register(void){
122 vg_shader_register( &_shader_terrain
);
124 static void shader_terrain_use(void){ glUseProgram(_shader_terrain
.id
); }
125 static void shader_terrain_link(void){
126 _uniform_terrain_uPv
= glGetUniformLocation( _shader_terrain
.id
, "uPv" );
127 _uniform_terrain_uMdl
= glGetUniformLocation( _shader_terrain
.id
, "uMdl" );
128 _uniform_terrain_uTexGarbage
= glGetUniformLocation( _shader_terrain
.id
, "uTexGarbage" );
129 _uniform_terrain_uTexGradients
= glGetUniformLocation( _shader_terrain
.id
, "uTexGradients" );
130 _uniform_terrain_uCamera
= glGetUniformLocation( _shader_terrain
.id
, "uCamera" );
131 _uniform_terrain_uPlane
= glGetUniformLocation( _shader_terrain
.id
, "uPlane" );
133 #endif /* SHADER_terrain_H */