add motion vectors to all shaders
[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 .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 mat4 uPv;\n"
32 "\n"
33 "// TODO: Send a previous transform matrix stack\n"
34 "//\n"
35 "uniform mat4x3 uTransforms[32];\n"
36 "\n"
37 "out vec4 aColour;\n"
38 "out vec2 aUv;\n"
39 "out vec3 aNorm;\n"
40 "out vec3 aCo;\n"
41 "out vec3 aWorldCo;\n"
42 "\n"
43 "void main()\n"
44 "{\n"
45 " vec4 co_local = vec4( a_co, 1.0 );\n"
46 " vec3 co0 = uTransforms[ a_groups[0] ] * co_local;\n"
47 " vec3 co1 = uTransforms[ a_groups[1] ] * co_local;\n"
48 " vec3 co2 = uTransforms[ a_groups[2] ] * co_local;\n"
49 " vec3 n0 = mat3(uTransforms[ a_groups[0] ]) * a_norm;\n"
50 " vec3 n1 = mat3(uTransforms[ a_groups[1] ]) * a_norm;\n"
51 " vec3 n2 = mat3(uTransforms[ a_groups[2] ]) * a_norm;\n"
52 "\n"
53 " vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n"
54 " vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];\n"
55 " \n"
56 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
57 " aColour = a_colour;\n"
58 " aUv = a_uv;\n"
59 " aNorm = world_normal;\n"
60 " aCo = a_co;\n"
61 " aWorldCo = world_pos;\n"
62 "\n"
63 " // TODO:\n"
64 " aMotionVec0 = vec3(1.0);\n"
65 " aMotionVec1 = vec3(1.0);\n"
66 "}\n"
67 ""},
68 .fs =
69 {
70 .static_src =
71 "uniform sampler2D uTexMain;\n"
72 "uniform vec3 uCamera;\n"
73 "\n"
74 "in vec4 aColour;\n"
75 "in vec2 aUv;\n"
76 "in vec3 aNorm;\n"
77 "in vec3 aCo;\n"
78 "in vec3 aWorldCo;\n"
79 "\n"
80 "#line 1 1 \n"
81 "layout (location = 0) out vec4 oColour;\n"
82 "\n"
83 "layout (std140) uniform ub_world_lighting\n"
84 "{\n"
85 " vec4 g_light_colours[3];\n"
86 " vec4 g_light_directions[3];\n"
87 " vec4 g_ambient_colour;\n"
88 "\n"
89 " vec4 g_water_plane;\n"
90 " vec4 g_depth_bounds;\n"
91 " float g_water_fog;\n"
92 " int g_light_count;\n"
93 " int g_light_preview;\n"
94 " int g_shadow_samples;\n"
95 "};\n"
96 "\n"
97 "uniform sampler2D g_world_depth;\n"
98 "\n"
99 "// Standard diffuse + spec models\n"
100 "// ==============================\n"
101 "\n"
102 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
103 "{\n"
104 " vec3 vtotal = g_ambient_colour.rgb;\n"
105 "\n"
106 " for( int i=0; i<g_light_count; i++ )\n"
107 " {\n"
108 " vec3 vcolour = g_light_colours[i].rgb;\n"
109 " vec3 vdir = g_light_directions[i].xyz;\n"
110 "\n"
111 " float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
112 " vtotal += vcolour*flight;\n"
113 " }\n"
114 "\n"
115 " return vfrag * vtotal;\n"
116 "}\n"
117 "\n"
118 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
119 "{\n"
120 " vec3 vcolour = g_light_colours[0].rgb;\n"
121 " vec3 vdir = g_light_directions[0].xyz;\n"
122 "\n"
123 " vec3 specdir = reflect( -vdir, wnormal );\n"
124 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
125 " return vfrag + vcolour*spec*fintensity;\n"
126 "}\n"
127 "\n"
128 "float world_depth_sample( vec3 pos )\n"
129 "{\n"
130 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
131 " return texture( g_world_depth, depth_coord ).r;\n"
132 "}\n"
133 "\n"
134 "float shadow_sample( vec3 vdir )\n"
135 "{\n"
136 " vec3 sample_pos = aWorldCo + vdir;\n"
137 " float height_sample = world_depth_sample( sample_pos );\n"
138 "\n"
139 " float fdelta = height_sample - sample_pos.y;\n"
140 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
141 "}\n"
142 "\n"
143 "vec3 do_light_shadowing_old( vec3 vfrag )\n"
144 "{\n"
145 " float faccum = 0.0;\n"
146 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
147 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
148 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
149 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
150 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
151 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
152 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
153 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
154 " return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
155 "}\n"
156 "\n"
157 "vec3 do_light_shadowing( vec3 vfrag )\n"
158 "{\n"
159 " if( g_shadow_samples == 0 )\n"
160 " {\n"
161 " return vfrag;\n"
162 " }\n"
163 "\n"
164 " float fspread = g_light_colours[0].w;\n"
165 " vec3 vdir = g_light_directions[0].xyz;\n"
166 " float flength = g_light_directions[0].w;\n"
167 "\n"
168 " float famt = 0.0;\n"
169 " famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
170 " famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
171 " famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
172 " famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
173 " famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
174 " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
175 " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
176 " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
177 " return mix( vfrag, g_ambient_colour.rgb, famt );\n"
178 "}\n"
179 "\n"
180 "vec3 apply_fog( vec3 vfrag, float fdist )\n"
181 "{\n"
182 " float dist = pow(fdist*0.0008,1.2);\n"
183 " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
184 "}\n"
185 "\n"
186 "#line 11 0 \n"
187 "#line 1 2 \n"
188 "layout (location = 1) out vec2 oMotionVec;\n"
189 "\n"
190 "in vec3 aMotionVec0;\n"
191 "in vec3 aMotionVec1;\n"
192 "\n"
193 "void compute_motion_vectors()\n"
194 "{\n"
195 " // Write motion vectors\n"
196 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
197 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
198 " oMotionVec = vmotion1-vmotion0;\n"
199 "}\n"
200 "\n"
201 "#line 12 0 \n"
202 "\n"
203 "void main()\n"
204 "{\n"
205 " compute_motion_vectors();\n"
206 "\n"
207 " vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
208 "\n"
209 " // Lighting\n"
210 " vec3 halfview = uCamera - aWorldCo;\n"
211 " float fdist = length( halfview );\n"
212 " halfview /= fdist;\n"
213 "\n"
214 " vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
215 "\n"
216 " vfrag = mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5 );\n"
217 " //vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
218 " vfrag = do_light_shadowing( vfrag );\n"
219 " vfrag = apply_fog( vfrag, fdist );\n"
220 "\n"
221 " float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n"
222 " oColour = vec4(vfrag,opacity);\n"
223 "}\n"
224 ""},
225 };
226
227 static GLuint _uniform_viewchar_uPv;
228 static GLuint _uniform_viewchar_uTransforms;
229 static GLuint _uniform_viewchar_uTexMain;
230 static GLuint _uniform_viewchar_uCamera;
231 static GLuint _uniform_viewchar_g_world_depth;
232 static void shader_viewchar_uPv(m4x4f m){
233 glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m);
234 }
235 static void shader_viewchar_uTexMain(int i){
236 glUniform1i(_uniform_viewchar_uTexMain,i);
237 }
238 static void shader_viewchar_uCamera(v3f v){
239 glUniform3fv(_uniform_viewchar_uCamera,1,v);
240 }
241 static void shader_viewchar_g_world_depth(int i){
242 glUniform1i(_uniform_viewchar_g_world_depth,i);
243 }
244 static void shader_viewchar_register(void){
245 vg_shader_register( &_shader_viewchar );
246 }
247 static void shader_viewchar_use(void){ glUseProgram(_shader_viewchar.id); }
248 static void shader_viewchar_link(void){
249 _uniform_viewchar_uPv = glGetUniformLocation( _shader_viewchar.id, "uPv" );
250 _uniform_viewchar_uTransforms = glGetUniformLocation( _shader_viewchar.id, "uTransforms" );
251 _uniform_viewchar_uTexMain = glGetUniformLocation( _shader_viewchar.id, "uTexMain" );
252 _uniform_viewchar_uCamera = glGetUniformLocation( _shader_viewchar.id, "uCamera" );
253 _uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" );
254 }
255 #endif /* SHADER_viewchar_H */