stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
1 #ifndef SHADER_water_H
2 #define SHADER_water_H
3 static void shader_water_link(void);
4 static void shader_water_register(void);
5 static struct vg_shader _shader_water = {
6 .name = "water",
7 .link = shader_water_link,
8 .vs =
9 {
10 .orig_file = "../shaders/water.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 "uniform vec4 uDepthBounds;\n"
22 "\n"
23 "out vec4 aUv;\n"
24 "out vec3 aCo;\n"
25 "out float aDepth;\n"
26 "\n"
27 "void main()\n"
28 "{\n"
29 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
30 " gl_Position = uPv * vec4(world_pos,1.0);\n"
31 "\n"
32 " vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
33 " aUv = vec4(world_pos.xz*0.01,depth_coords);\n"
34 " aCo = world_pos;\n"
35 "\n"
36 " aDepth = gl_Position.z;\n"
37 "}\n"
38 ""},
39 .fs =
40 {
41 .orig_file = "../shaders/water.fs",
42 .static_src =
43 "out vec4 FragColor;\n"
44 "\n"
45 "uniform sampler2D uTexMain;\n"
46 "uniform sampler2D uTexDudv;\n"
47 "uniform sampler2D uTexDepth;\n"
48 "uniform sampler2D uTexBack;\n"
49 "\n"
50 "uniform vec2 uInvRes;\n"
51 "uniform float uTime;\n"
52 "\n"
53 "uniform vec3 uCamera;\n"
54 "uniform float uSurfaceY;\n"
55 "\n"
56 "in vec4 aUv;\n"
57 "in vec3 aCo;\n"
58 "in float aDepth;\n"
59 "\n"
60 "void main()\n"
61 "{\n"
62 " // Reflected and warped texture\n"
63 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
64 "\n"
65 " vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) );\n"
66 " vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) );\n"
67 " vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6;\n"
68 "\n"
69 " vec4 reflected = texture( uTexMain, ssuv+distortamt );\n"
70 " \n"
71 " // Surface colour composite\n"
72 " float depthvalue = texture( uTexDepth, aUv.zw ).r;\n"
73 "\n"
74 " vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
75 " vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
76 " vec3 surface_tint = mix(colour_shore, colour_ocean, pow(depthvalue,1.8))*1.5;\n"
77 " \n"
78 " // Foam\n"
79 " float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n"
80 " fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n"
81 "\n"
82 " // Lighting\n"
83 " vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y);\n"
84 " \n"
85 " vec3 halfview = -normalize( aCo-uCamera );\n"
86 " float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0);\n"
87 "\n"
88 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
89 " vec3 specdir = reflect( -lightdir, surfnorm );\n"
90 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
91 " \n"
92 " // Depth \n"
93 " vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );\n"
94 " float depthblend = pow(backsample.a,0.8);\n"
95 "\n"
96 " // Composite\n"
97 " vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );\n"
98 " vsurface += spec;\n"
99 " \n"
100 " FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );\n"
101 "}\n"
102 ""},
103 };
104
105 static GLuint _uniform_water_uPv;
106 static GLuint _uniform_water_uMdl;
107 static GLuint _uniform_water_uDepthBounds;
108 static GLuint _uniform_water_uTexMain;
109 static GLuint _uniform_water_uTexDudv;
110 static GLuint _uniform_water_uTexDepth;
111 static GLuint _uniform_water_uTexBack;
112 static GLuint _uniform_water_uInvRes;
113 static GLuint _uniform_water_uTime;
114 static GLuint _uniform_water_uCamera;
115 static GLuint _uniform_water_uSurfaceY;
116 static void shader_water_uPv(m4x4f m){
117 glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
118 }
119 static void shader_water_uMdl(m4x3f m){
120 glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
121 }
122 static void shader_water_uDepthBounds(v4f v){
123 glUniform4fv( _uniform_water_uDepthBounds, 1, v );
124 }
125 static void shader_water_uTexMain(int i){
126 glUniform1i( _uniform_water_uTexMain, i );
127 }
128 static void shader_water_uTexDudv(int i){
129 glUniform1i( _uniform_water_uTexDudv, i );
130 }
131 static void shader_water_uTexDepth(int i){
132 glUniform1i( _uniform_water_uTexDepth, i );
133 }
134 static void shader_water_uTexBack(int i){
135 glUniform1i( _uniform_water_uTexBack, i );
136 }
137 static void shader_water_uInvRes(v2f v){
138 glUniform2fv( _uniform_water_uInvRes, 1, v );
139 }
140 static void shader_water_uTime(float f){
141 glUniform1f( _uniform_water_uTime, f );
142 }
143 static void shader_water_uCamera(v3f v){
144 glUniform3fv( _uniform_water_uCamera, 1, v );
145 }
146 static void shader_water_uSurfaceY(float f){
147 glUniform1f( _uniform_water_uSurfaceY, f );
148 }
149 static void shader_water_register(void){
150 vg_shader_register( &_shader_water );
151 }
152 static void shader_water_use(void){ glUseProgram(_shader_water.id); }
153 static void shader_water_link(void){
154 _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
155 _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
156 _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" );
157 _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
158 _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
159 _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" );
160 _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
161 _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" );
162 _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
163 _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
164 _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
165 }
166 #endif /* SHADER_water_H */