e9c08835bdb4794409a060e3f3beccd2ca96cba9
[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/standard.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/water.fs",
39 .static_src =
40 "out vec4 FragColor;\n"
41 "\n"
42 "uniform sampler2D uTexMain;\n"
43 "uniform sampler2D uTexDudv;\n"
44 "uniform sampler2D uTexBack;\n"
45 "\n"
46 "uniform vec2 uInvRes;\n"
47 "uniform float uTime;\n"
48 "uniform vec3 uCamera;\n"
49 "uniform float uSurfaceY;\n"
50 "\n"
51 "in vec4 aColour;\n"
52 "in vec2 aUv;\n"
53 "in vec3 aNorm;\n"
54 "in vec3 aCo;\n"
55 "\n"
56 "#line 1 1 \n"
57 "layout (std140) uniform ub_world_lighting\n"
58 "{\n"
59 " vec3 g_directional;\n"
60 " vec3 g_sun_colour;\n"
61 " vec3 g_shadow_colour;\n"
62 " vec4 g_water_plane;\n"
63 " vec4 g_depth_bounds;\n"
64 " float g_water_fog;\n"
65 "};\n"
66 "\n"
67 "uniform sampler2D g_world_depth;\n"
68 "\n"
69 "// Standard diffuse + spec models\n"
70 "// ==============================\n"
71 "\n"
72 "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
73 "{\n"
74 " float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
75 " return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
76 "}\n"
77 "\n"
78 "vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
79 "{\n"
80 " vec3 specdir = reflect( -g_directional, wnormal );\n"
81 " float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
82 " return vfrag + g_sun_colour*spec*fintensity;\n"
83 "}\n"
84 "\n"
85 "float world_depth_sample( vec3 pos )\n"
86 "{\n"
87 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
88 " return texture( g_world_depth, depth_coord ).r;\n"
89 "}\n"
90 "\n"
91 "float shadow_sample( vec3 vdir )\n"
92 "{\n"
93 " vec3 sample_pos = aCo + vdir;\n"
94 " float height_sample = world_depth_sample( sample_pos );\n"
95 "\n"
96 " float fdelta = height_sample - sample_pos.y;\n"
97 " return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
98 "}\n"
99 "\n"
100 "vec3 do_light_shadowing( vec3 vfrag )\n"
101 "{\n"
102 " float faccum = 0.0;\n"
103 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
104 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
105 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
106 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
107 " faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
108 " faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
109 " faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
110 " faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
111 " return mix( vfrag, g_shadow_colour, faccum );\n"
112 "}\n"
113 "\n"
114 "\n"
115 "#line 18 0 \n"
116 "\n"
117 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
118 " vec4 beneath, vec4 above )\n"
119 "{\n"
120 " vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
121 " vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
122 " vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
123 "\n"
124 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
125 "\n"
126 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
127 " vec3 specdir = reflect( -lightdir, vnorm );\n"
128 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
129 " \n"
130 " // Depth \n"
131 " float depthblend = pow( beneath.a,0.8 );\n"
132 "\n"
133 " // Composite\n"
134 " vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
135 " //vsurface += spec;\n"
136 "\n"
137 " return vec4( vsurface,depthblend );\n"
138 "}\n"
139 "\n"
140 "void main()\n"
141 "{\n"
142 " // Create texture coords\n"
143 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
144 " \n"
145 " // Surface colour composite\n"
146 " float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
147 "\n"
148 " vec2 world_coord = aCo.xz * 0.008;\n"
149 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
150 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
151 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
152 "\n"
153 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
154 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
155 " \n"
156 " // Foam\n"
157 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
158 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
159 "\n"
160 " // Lighting\n"
161 " vec3 halfview = -normalize( aCo-uCamera );\n"
162 "\n"
163 " // Sample textures\n"
164 " vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
165 " vec4 beneath = texture( uTexBack, ssuv );\n"
166 "\n"
167 " // Fog\n"
168 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
169 "\n"
170 " // Composite\n"
171 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
172 " vsurface.a -= fdist;\n"
173 " FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
174 "}\n"
175 ""},
176 };
177
178 static GLuint _uniform_water_uPv;
179 static GLuint _uniform_water_uMdl;
180 static GLuint _uniform_water_uTexMain;
181 static GLuint _uniform_water_uTexDudv;
182 static GLuint _uniform_water_uTexBack;
183 static GLuint _uniform_water_uInvRes;
184 static GLuint _uniform_water_uTime;
185 static GLuint _uniform_water_uCamera;
186 static GLuint _uniform_water_uSurfaceY;
187 static GLuint _uniform_water_g_world_depth;
188 static void shader_water_uPv(m4x4f m){
189 glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
190 }
191 static void shader_water_uMdl(m4x3f m){
192 glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
193 }
194 static void shader_water_uTexMain(int i){
195 glUniform1i( _uniform_water_uTexMain, i );
196 }
197 static void shader_water_uTexDudv(int i){
198 glUniform1i( _uniform_water_uTexDudv, i );
199 }
200 static void shader_water_uTexBack(int i){
201 glUniform1i( _uniform_water_uTexBack, i );
202 }
203 static void shader_water_uInvRes(v2f v){
204 glUniform2fv( _uniform_water_uInvRes, 1, v );
205 }
206 static void shader_water_uTime(float f){
207 glUniform1f( _uniform_water_uTime, f );
208 }
209 static void shader_water_uCamera(v3f v){
210 glUniform3fv( _uniform_water_uCamera, 1, v );
211 }
212 static void shader_water_uSurfaceY(float f){
213 glUniform1f( _uniform_water_uSurfaceY, f );
214 }
215 static void shader_water_g_world_depth(int i){
216 glUniform1i( _uniform_water_g_world_depth, i );
217 }
218 static void shader_water_register(void){
219 vg_shader_register( &_shader_water );
220 }
221 static void shader_water_use(void){ glUseProgram(_shader_water.id); }
222 static void shader_water_link(void){
223 _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
224 _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
225 _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
226 _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
227 _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
228 _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" );
229 _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
230 _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
231 _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
232 _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );
233 }
234 #endif /* SHADER_water_H */