shadow tweak
[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 "const float k_motion_lerp_amount = 0.01;\n"
21 "\n"
22 "#line 2 0 \n"
23 "\n"
24 "out vec3 aMotionVec0;\n"
25 "out vec3 aMotionVec1;\n"
26 "\n"
27 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
28 "{\n"
29 " // This magically solves some artifacting errors!\n"
30 " //\n"
31 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
32 "\n"
33 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
34 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
35 "}\n"
36 "\n"
37 "#line 3 0 \n"
38 "\n"
39 "uniform mat4x3 uMdl;\n"
40 "uniform mat4 uPv;\n"
41 "uniform mat4 uPvmPrev;\n"
42 "\n"
43 "out vec4 aColour;\n"
44 "out vec2 aUv;\n"
45 "out vec3 aNorm;\n"
46 "out vec3 aCo;\n"
47 "out vec3 aWorldCo;\n"
48 "\n"
49 "void main()\n"
50 "{\n"
51 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
52 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
53 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
54 "\n"
55 " vs_motion_out( vproj0, vproj1 );\n"
56 "\n"
57 " gl_Position = vproj0;\n"
58 " aWorldCo = world_pos0;\n"
59 " aColour = a_colour;\n"
60 " aUv = a_uv;\n"
61 " aNorm = mat3(uMdl) * a_norm;\n"
62 " aCo = a_co;\n"
63 "}\n"
64 ""},
65 .fs =
66 {
67 .static_src =
68 "uniform sampler2D uTexGarbage;\n"
69 "uniform sampler2D uTexGradients;\n"
70 "uniform vec3 uCamera;\n"
71 "uniform vec3 uSandColour;\n"
72 "uniform vec2 uBlendOffset;\n"
73 "uniform vec3 uBoard0;\n"
74 "uniform vec3 uBoard1;\n"
75 "\n"
76 "in vec4 aColour;\n"
77 "in vec2 aUv;\n"
78 "in vec3 aNorm;\n"
79 "in vec3 aCo;\n"
80 "in vec3 aWorldCo;\n"
81 "\n"
82 "#line 1 1 \n"
83 "layout (location = 0) out vec4 oColour;\n"
84 "\n"
85 "layout (std140) uniform ub_world_lighting\n"
86 "{\n"
87 " vec4 g_light_colours[3];\n"
88 " vec4 g_light_directions[3];\n"
89 " vec4 g_ambient_colour;\n"
90 "\n"
91 " vec4 g_water_plane;\n"
92 " vec4 g_depth_bounds;\n"
93 " float g_water_fog;\n"
94 " int g_light_count;\n"
95 " int g_light_preview;\n"
96 " int g_shadow_samples;\n"
97 "};\n"
98 "\n"
99 "uniform sampler2D g_world_depth;\n"
100 "\n"
101 "// Standard diffuse + spec models\n"
102 "// ==============================\n"
103 "\n"
104 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
105 "{\n"
106 " vec3 vtotal = g_ambient_colour.rgb;\n"
107 "\n"
108 " for( int i=0; i<g_light_count; i++ )\n"
109 " {\n"
110 " vec3 vcolour = g_light_colours[i].rgb;\n"
111 " vec3 vdir = g_light_directions[i].xyz;\n"
112 "\n"
113 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
114 " vtotal += vcolour*flight;\n"
115 " }\n"
116 "\n"
117 " return vfrag * vtotal;\n"
118 "}\n"
119 "\n"
120 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
121 "{\n"
122 " vec3 vcolour = g_light_colours[0].rgb;\n"
123 " vec3 vdir = g_light_directions[0].xyz;\n"
124 "\n"
125 " vec3 specdir = reflect( -vdir, wnormal );\n"
126 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
127 " return vfrag + vcolour*spec*fintensity;\n"
128 "}\n"
129 "\n"
130 "float world_depth_sample( vec3 pos )\n"
131 "{\n"
132 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
133 " return texture( g_world_depth, depth_coord ).r;\n"
134 "}\n"
135 "\n"
136 "float shadow_sample( vec3 vdir )\n"
137 "{\n"
138 " vec3 sample_pos = aWorldCo + vdir;\n"
139 " float height_sample = world_depth_sample( sample_pos );\n"
140 "\n"
141 " float fdelta = height_sample - sample_pos.y;\n"
142 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
143 "}\n"
144 "\n"
145 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
146 "{\n"
147 " float faccum = 0.0;\n"
148 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
149 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
150 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
151 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
152 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
153 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
154 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
155 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
156 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
157 "}\n"
158 "\n"
159 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
160 "{\n"
161 " vec3 pa = p - a;\n"
162 " vec3 ba = b - a;\n"
163 "\n"
164 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
165 " return length( pa - ba*h );\n"
166 "}\n"
167 "\n"
168 "vec3 do_light_shadowing( vec3 vfrag )\n"
169 "{\n"
170 " if( g_shadow_samples == 0 )\n"
171 " {\n"
172 " return vfrag;\n"
173 " }\n"
174 "\n"
175 " float fspread = g_light_colours[0].w;\n"
176 " vec3 vdir = g_light_directions[0].xyz;\n"
177 " float flength = g_light_directions[0].w;\n"
178 "\n"
179 " float famt = 0.0;\n"
180 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
181 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
182 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
183 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
184 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
185 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
186 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
187 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
188 "\n"
189 " // player shadow\n"
190 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
191 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
192 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
193 "\n"
194 " famt = max( player_shadow*0.8, famt );\n"
195 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
196 "}\n"
197 "\n"
198 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
199 "{\n"
200 " float dist = pow(fdist*0.0008,1.2);\n"
201 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
202 "}\n"
203 "\n"
204 "#line 16 0 \n"
205 "#line 1 2 \n"
206 "const float k_motion_lerp_amount = 0.01;\n"
207 "\n"
208 "#line 2 0 \n"
209 "\n"
210 "layout (location = 1) out vec2 oMotionVec;\n"
211 "\n"
212 "in vec3 aMotionVec0;\n"
213 "in vec3 aMotionVec1;\n"
214 "\n"
215 "void compute_motion_vectors()\n"
216 "{\n"
217 " // Write motion vectors\n"
218 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
219 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
220 "\n"
221 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
222 "}\n"
223 "\n"
224 "#line 17 0 \n"
225 "\n"
226 "void main()\n"
227 "{\n"
228 " compute_motion_vectors();\n"
229 "\n"
230 " // Colour\n"
231 " // ------\n"
232 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
233 "\n"
234 " // ws modulation\n"
235 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
236 " \n"
237 " // Creating normal patches\n"
238 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
239 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
240 " vec2 dir = normalize(qnorm.xz);\n"
241 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
242 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
243 " \n"
244 " // Patch local noise\n"
245 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
246 "\n"
247 " // Colour blending\n"
248 " float amtgrass = step(qnorm.y,0.6);\n"
249 " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
250 " vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
251 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
252 " vfrag = mix( vfrag, uSandColour, amtsand );\n"
253 "\n"
254 " qnorm = mix( qnorm, aNorm, amtsand );\n"
255 " \n"
256 " if( g_light_preview == 1 )\n"
257 " {\n"
258 " vfrag = vec3(0.5);\n"
259 " }\n"
260 "\n"
261 " // Lighting\n"
262 " vec3 halfview = uCamera - aCo;\n"
263 " float fdist = length( halfview );\n"
264 " halfview /= fdist;\n"
265 "\n"
266 " vfrag = do_light_diffuse( vfrag, qnorm );\n"
267 " vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
268 " vfrag = do_light_shadowing( vfrag );\n"
269 " vfrag = apply_fog( vfrag, fdist );\n"
270 "\n"
271 " oColour = vec4(vfrag, 1.0 );\n"
272 "}\n"
273 ""},
274 };
275
276 static GLuint _uniform_terrain_uMdl;
277 static GLuint _uniform_terrain_uPv;
278 static GLuint _uniform_terrain_uPvmPrev;
279 static GLuint _uniform_terrain_uTexGarbage;
280 static GLuint _uniform_terrain_uTexGradients;
281 static GLuint _uniform_terrain_uCamera;
282 static GLuint _uniform_terrain_uSandColour;
283 static GLuint _uniform_terrain_uBlendOffset;
284 static GLuint _uniform_terrain_uBoard0;
285 static GLuint _uniform_terrain_uBoard1;
286 static GLuint _uniform_terrain_g_world_depth;
287 static void shader_terrain_uMdl(m4x3f m){
288 glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
289 }
290 static void shader_terrain_uPv(m4x4f m){
291 glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m);
292 }
293 static void shader_terrain_uPvmPrev(m4x4f m){
294 glUniformMatrix4fv(_uniform_terrain_uPvmPrev,1,GL_FALSE,(float*)m);
295 }
296 static void shader_terrain_uTexGarbage(int i){
297 glUniform1i(_uniform_terrain_uTexGarbage,i);
298 }
299 static void shader_terrain_uTexGradients(int i){
300 glUniform1i(_uniform_terrain_uTexGradients,i);
301 }
302 static void shader_terrain_uCamera(v3f v){
303 glUniform3fv(_uniform_terrain_uCamera,1,v);
304 }
305 static void shader_terrain_uSandColour(v3f v){
306 glUniform3fv(_uniform_terrain_uSandColour,1,v);
307 }
308 static void shader_terrain_uBlendOffset(v2f v){
309 glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
310 }
311 static void shader_terrain_uBoard0(v3f v){
312 glUniform3fv(_uniform_terrain_uBoard0,1,v);
313 }
314 static void shader_terrain_uBoard1(v3f v){
315 glUniform3fv(_uniform_terrain_uBoard1,1,v);
316 }
317 static void shader_terrain_g_world_depth(int i){
318 glUniform1i(_uniform_terrain_g_world_depth,i);
319 }
320 static void shader_terrain_register(void){
321 vg_shader_register( &_shader_terrain );
322 }
323 static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
324 static void shader_terrain_link(void){
325 _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
326 _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
327 _uniform_terrain_uPvmPrev = glGetUniformLocation( _shader_terrain.id, "uPvmPrev" );
328 _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
329 _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
330 _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
331 _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
332 _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
333 _uniform_terrain_uBoard0 = glGetUniformLocation( _shader_terrain.id, "uBoard0" );
334 _uniform_terrain_uBoard1 = glGetUniformLocation( _shader_terrain.id, "uBoard1" );
335 _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
336 }
337 #endif /* SHADER_terrain_H */