reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / vblend.h
1 #ifndef SHADER_vblend_H
2 #define SHADER_vblend_H
3 static void shader_vblend_link(void);
4 static void shader_vblend_register(void);
5 static struct vg_shader _shader_vblend = {
6 .name = "vblend",
7 .link = shader_vblend_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/vblend.fs",
39 .static_src =
40 "out vec4 FragColor;\n"
41 "\n"
42 "uniform sampler2D uTexGarbage;\n"
43 "uniform sampler2D uTexGradients;\n"
44 "uniform sampler2D uTexDepth;\n"
45 "uniform vec4 uDepthBounds;\n"
46 "uniform vec3 uCamera;\n"
47 "uniform vec4 uPlane;\n"
48 "\n"
49 "in vec4 aColour;\n"
50 "in vec2 aUv;\n"
51 "in vec3 aNorm;\n"
52 "in vec3 aCo;\n"
53 "\n"
54 "float water_depth( vec3 pos, vec3 dir, vec4 plane )\n"
55 "{\n"
56 " float d = dot( plane.xyz, dir );\n"
57 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
58 " return t*0.04;\n"
59 "}\n"
60 "\n"
61 "float sample_height( vec3 pos )\n"
62 "{\n"
63 " vec2 depth_coords = (pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
64 " return texture( uTexDepth, depth_coords ).r;\n"
65 "}\n"
66 "\n"
67 "float create_shadowing( vec3 vdir )\n"
68 "{\n"
69 " return clamp( sample_height( aCo+vdir ) - (aCo.y+vdir.y), 0.1, 0.2 )-0.1;\n"
70 "}\n"
71 "\n"
72 "void main()\n"
73 "{\n"
74 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n"
75 " \n"
76 " // Creating normal patches\n"
77 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
78 " vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
79 "\n"
80 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
81 " vec3 tangent1 = cross(qnorm,tangent0);\n"
82 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
83 " \n"
84 " // Patch local noise\n"
85 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
86 "\n"
87 " // Colour blending\n"
88 " float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n"
89 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
90 "\n"
91 " vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
92 " diffuse -= rgarbage.a*0.04;\n"
93 "\n"
94 " // Lighting\n"
95 " vec3 lightdir = normalize(vec3(0.5,0.5,-0.1));\n"
96 " vec3 shadow = vec3(0.27,0.25,0.34);\n"
97 " float light1 = dot( lightdir, aNorm )*0.5+0.5;\n"
98 " diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"
99 " \n"
100 " // Specular lighting\n"
101 " vec3 halfview = normalize( uCamera - aCo );\n"
102 " vec3 specdir = reflect( -lightdir, qnorm );\n"
103 " float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.3*rgarbage.r;\n"
104 " //diffuse += spec * vec3(1.0,0.8,0.8);\n"
105 "\n"
106 " float faccum = 0.0;\n"
107 " vec3 offs = vec3(rgarbage.x, 0.0, rgarbage.z)*4.0;\n"
108 " faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6);\n"
109 " faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6);\n"
110 " faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6);\n"
111 " faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6);\n"
112 " faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6*1.5+offs);\n"
113 " faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6*1.5);\n"
114 " faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6*1.5-offs);\n"
115 " faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6*1.5);\n"
116 " diffuse = mix( diffuse, vec3(0.15,0.1,0.2), min(faccum*1.0,1.0));\n"
117 "\n"
118 " FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n"
119 "}\n"
120 ""},
121 };
122
123 static GLuint _uniform_vblend_uPv;
124 static GLuint _uniform_vblend_uMdl;
125 static GLuint _uniform_vblend_uTexGarbage;
126 static GLuint _uniform_vblend_uTexGradients;
127 static GLuint _uniform_vblend_uTexDepth;
128 static GLuint _uniform_vblend_uDepthBounds;
129 static GLuint _uniform_vblend_uCamera;
130 static GLuint _uniform_vblend_uPlane;
131 static void shader_vblend_uPv(m4x4f m){
132 glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
133 }
134 static void shader_vblend_uMdl(m4x3f m){
135 glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m );
136 }
137 static void shader_vblend_uTexGarbage(int i){
138 glUniform1i( _uniform_vblend_uTexGarbage, i );
139 }
140 static void shader_vblend_uTexGradients(int i){
141 glUniform1i( _uniform_vblend_uTexGradients, i );
142 }
143 static void shader_vblend_uTexDepth(int i){
144 glUniform1i( _uniform_vblend_uTexDepth, i );
145 }
146 static void shader_vblend_uDepthBounds(v4f v){
147 glUniform4fv( _uniform_vblend_uDepthBounds, 1, v );
148 }
149 static void shader_vblend_uCamera(v3f v){
150 glUniform3fv( _uniform_vblend_uCamera, 1, v );
151 }
152 static void shader_vblend_uPlane(v4f v){
153 glUniform4fv( _uniform_vblend_uPlane, 1, v );
154 }
155 static void shader_vblend_register(void){
156 vg_shader_register( &_shader_vblend );
157 }
158 static void shader_vblend_use(void){ glUseProgram(_shader_vblend.id); }
159 static void shader_vblend_link(void){
160 _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" );
161 _uniform_vblend_uMdl = glGetUniformLocation( _shader_vblend.id, "uMdl" );
162 _uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" );
163 _uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" );
164 _uniform_vblend_uTexDepth = glGetUniformLocation( _shader_vblend.id, "uTexDepth" );
165 _uniform_vblend_uDepthBounds = glGetUniformLocation( _shader_vblend.id, "uDepthBounds" );
166 _uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );
167 _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" );
168 }
169 #endif /* SHADER_vblend_H */