better low qual mode
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / viewchar.h
1 #ifndef SHADER_viewchar_H
2 #define SHADER_viewchar_H
3 static void shader_viewchar_link(void);
4 static void shader_viewchar_register(void);
5 static struct vg_shader _shader_viewchar = {
6 .name = "viewchar",
7 .link = shader_viewchar_link,
8 .vs =
9 {
10 .orig_file = "../../shaders/standard_skinned.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 vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "uniform mat4 uPv;\n"
22 "uniform mat4x3 uTransforms[32];\n"
23 "\n"
24 "out vec4 aColour;\n"
25 "out vec2 aUv;\n"
26 "out vec3 aNorm;\n"
27 "out vec3 aCo;\n"
28 "out vec3 aWorldCo;\n"
29 "\n"
30 "void main()\n"
31 "{\n"
32 " vec4 co_local = vec4( a_co, 1.0 );\n"
33 " vec3 co0 = uTransforms[ a_groups[0] ] * co_local;\n"
34 " vec3 co1 = uTransforms[ a_groups[1] ] * co_local;\n"
35 " vec3 co2 = uTransforms[ a_groups[2] ] * co_local;\n"
36 " vec3 n0 = mat3(uTransforms[ a_groups[0] ]) * a_norm;\n"
37 " vec3 n1 = mat3(uTransforms[ a_groups[1] ]) * a_norm;\n"
38 " vec3 n2 = mat3(uTransforms[ a_groups[2] ]) * a_norm;\n"
39 "\n"
40 " vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n"
41 " vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];\n"
42 " \n"
43 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
44 " aColour = a_colour;\n"
45 " aUv = a_uv;\n"
46 " aNorm = world_normal;\n"
47 " aCo = a_co;\n"
48 " aWorldCo = world_pos;\n"
49 "}\n"
50 ""},
51 .fs =
52 {
53 .orig_file = "../../shaders/viewchar.fs",
54 .static_src =
55 "out vec4 FragColor;\n"
56 "\n"
57 "uniform sampler2D uTexMain;\n"
58 "uniform vec3 uCamera;\n"
59 "\n"
60 "in vec4 aColour;\n"
61 "in vec2 aUv;\n"
62 "in vec3 aNorm;\n"
63 "in vec3 aCo;\n"
64 "in vec3 aWorldCo;\n"
65 "\n"
66 "#line 1 1 \n"
67 "layout (std140) uniform ub_world_lighting\n"
68 "{\n"
69 " vec4 g_light_colours[3];\n"
70 " vec4 g_light_directions[3];\n"
71 " vec4 g_ambient_colour;\n"
72 "\n"
73 " vec4 g_water_plane;\n"
74 " vec4 g_depth_bounds;\n"
75 " float g_water_fog;\n"
76 " int g_light_count;\n"
77 " int g_light_preview;\n"
78 " int g_shadow_samples;\n"
79 "};\n"
80 "\n"
81 "uniform sampler2D g_world_depth;\n"
82 "\n"
83 "// Standard diffuse + spec models\n"
84 "// ==============================\n"
85 "\n"
86 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
87 "{\n"
88 " vec3 vtotal = g_ambient_colour.rgb;\n"
89 "\n"
90 " for( int i=0; i<g_light_count; i++ )\n"
91 " {\n"
92 " vec3 vcolour = g_light_colours[i].rgb;\n"
93 " vec3 vdir = g_light_directions[i].xyz;\n"
94 "\n"
95 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
96 " vtotal += vcolour*flight;\n"
97 " }\n"
98 "\n"
99 " return vfrag * vtotal;\n"
100 "}\n"
101 "\n"
102 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
103 "{\n"
104 " vec3 vcolour = g_light_colours[0].rgb;\n"
105 " vec3 vdir = g_light_directions[0].xyz;\n"
106 "\n"
107 " vec3 specdir = reflect( -vdir, wnormal );\n"
108 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
109 " return vfrag + vcolour*spec*fintensity;\n"
110 "}\n"
111 "\n"
112 "float world_depth_sample( vec3 pos )\n"
113 "{\n"
114 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
115 " return texture( g_world_depth, depth_coord ).r;\n"
116 "}\n"
117 "\n"
118 "float shadow_sample( vec3 vdir )\n"
119 "{\n"
120 " vec3 sample_pos = aWorldCo + vdir;\n"
121 " float height_sample = world_depth_sample( sample_pos );\n"
122 "\n"
123 " float fdelta = height_sample - sample_pos.y;\n"
124 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
125 "}\n"
126 "\n"
127 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
128 "{\n"
129 " float faccum = 0.0;\n"
130 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
131 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
132 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
133 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
134 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
135 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
136 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
137 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
138 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
139 "}\n"
140 "\n"
141 "vec3 do_light_shadowing( vec3 vfrag )\n"
142 "{\n"
143 " if( g_shadow_samples == 0 )\n"
144 " {\n"
145 " return vfrag;\n"
146 " }\n"
147 "\n"
148 " float fspread = g_light_colours[0].w;\n"
149 " vec3 vdir = g_light_directions[0].xyz;\n"
150 " float flength = g_light_directions[0].w;\n"
151 "\n"
152 " float famt = 0.0;\n"
153 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
154 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
155 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
156 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
157 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
158 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
159 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
160 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
161 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
162 "}\n"
163 "\n"
164 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
165 "{\n"
166 " float dist = pow(fdist*0.0008,1.2);\n"
167 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
168 "}\n"
169 "\n"
170 "#line 13 0 \n"
171 "\n"
172 "void main()\n"
173 "{\n"
174 " vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
175 "\n"
176 " // Lighting\n"
177 " vec3 halfview = uCamera - aWorldCo;\n"
178 " float fdist = length( halfview );\n"
179 " halfview /= fdist;\n"
180 "\n"
181 " vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
182 "\n"
183 " vfrag = mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5 );\n"
184 " //vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
185 " vfrag = do_light_shadowing( vfrag );\n"
186 " vfrag = apply_fog( vfrag, fdist );\n"
187 "\n"
188 " float opacity = clamp( fdist, 0.1, 1.0 );\n"
189 " FragColor = vec4(vfrag,opacity);\n"
190 "}\n"
191 ""},
192 };
193
194 static GLuint _uniform_viewchar_uPv;
195 static GLuint _uniform_viewchar_uTransforms;
196 static GLuint _uniform_viewchar_uTexMain;
197 static GLuint _uniform_viewchar_uCamera;
198 static GLuint _uniform_viewchar_g_world_depth;
199 static void shader_viewchar_uPv(m4x4f m){
200 glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m );
201 }
202 static void shader_viewchar_uTexMain(int i){
203 glUniform1i( _uniform_viewchar_uTexMain, i );
204 }
205 static void shader_viewchar_uCamera(v3f v){
206 glUniform3fv( _uniform_viewchar_uCamera, 1, v );
207 }
208 static void shader_viewchar_g_world_depth(int i){
209 glUniform1i( _uniform_viewchar_g_world_depth, i );
210 }
211 static void shader_viewchar_register(void){
212 vg_shader_register( &_shader_viewchar );
213 }
214 static void shader_viewchar_use(void){ glUseProgram(_shader_viewchar.id); }
215 static void shader_viewchar_link(void){
216 _uniform_viewchar_uPv = glGetUniformLocation( _shader_viewchar.id, "uPv" );
217 _uniform_viewchar_uTransforms = glGetUniformLocation( _shader_viewchar.id, "uTransforms" );
218 _uniform_viewchar_uTexMain = glGetUniformLocation( _shader_viewchar.id, "uTexMain" );
219 _uniform_viewchar_uCamera = glGetUniformLocation( _shader_viewchar.id, "uCamera" );
220 _uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" );
221 }
222 #endif /* SHADER_viewchar_H */