better water
[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*0.005,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 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
44 " vec4 beneath, vec4 above )\n"
45 "{\n"
46 " vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
47 " vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
48 " vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
49 "\n"
50 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
51 "\n"
52 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
53 " vec3 specdir = reflect( -lightdir, vnorm );\n"
54 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
55 " \n"
56 " // Depth \n"
57 " float depthblend = pow( beneath.a,0.8 );\n"
58 "\n"
59 " // Composite\n"
60 " vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
61 " //vsurface += spec;\n"
62 "\n"
63 " return vec4( vsurface,depthblend );\n"
64 "}\n"
65 "\n"
66 "#line 2 0 \n"
67 "\n"
68 "out vec4 FragColor;\n"
69 "\n"
70 "uniform sampler2D uTexMain;\n"
71 "uniform sampler2D uTexDudv;\n"
72 "uniform sampler2D uTexDepth;\n"
73 "uniform sampler2D uTexBack;\n"
74 "\n"
75 "uniform vec2 uInvRes;\n"
76 "uniform float uTime;\n"
77 "\n"
78 "uniform vec3 uCamera;\n"
79 "uniform float uSurfaceY;\n"
80 "\n"
81 "in vec4 aUv;\n"
82 "in vec3 aCo;\n"
83 "in float aDepth;\n"
84 "\n"
85 "void main()\n"
86 "{\n"
87 " // Create texture coords\n"
88 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
89 " \n"
90 " // Surface colour composite\n"
91 " float depthvalue = texture( uTexDepth, aUv.zw ).r;\n"
92 "\n"
93 " vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5;\n"
94 " vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-0.5;\n"
95 "\n"
96 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
97 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
98 " \n"
99 " // Foam\n"
100 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
101 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
102 "\n"
103 " // Lighting\n"
104 " vec3 halfview = -normalize( aCo-uCamera );\n"
105 "\n"
106 " // Sample textures\n"
107 " vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
108 " vec4 beneath = texture( uTexBack, ssuv );\n"
109 "\n"
110 " // Fog\n"
111 " //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 );\n"
112 " vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 );\n"
113 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
114 "\n"
115 " // Composite\n"
116 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
117 " vsurface.a -= fdist;\n"
118 " FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
119 "}\n"
120 ""},
121 };
122
123 static GLuint _uniform_water_uPv;
124 static GLuint _uniform_water_uMdl;
125 static GLuint _uniform_water_uDepthBounds;
126 static GLuint _uniform_water_uTexMain;
127 static GLuint _uniform_water_uTexDudv;
128 static GLuint _uniform_water_uTexDepth;
129 static GLuint _uniform_water_uTexBack;
130 static GLuint _uniform_water_uInvRes;
131 static GLuint _uniform_water_uTime;
132 static GLuint _uniform_water_uCamera;
133 static GLuint _uniform_water_uSurfaceY;
134 static void shader_water_uPv(m4x4f m){
135 glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
136 }
137 static void shader_water_uMdl(m4x3f m){
138 glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
139 }
140 static void shader_water_uDepthBounds(v4f v){
141 glUniform4fv( _uniform_water_uDepthBounds, 1, v );
142 }
143 static void shader_water_uTexMain(int i){
144 glUniform1i( _uniform_water_uTexMain, i );
145 }
146 static void shader_water_uTexDudv(int i){
147 glUniform1i( _uniform_water_uTexDudv, i );
148 }
149 static void shader_water_uTexDepth(int i){
150 glUniform1i( _uniform_water_uTexDepth, i );
151 }
152 static void shader_water_uTexBack(int i){
153 glUniform1i( _uniform_water_uTexBack, i );
154 }
155 static void shader_water_uInvRes(v2f v){
156 glUniform2fv( _uniform_water_uInvRes, 1, v );
157 }
158 static void shader_water_uTime(float f){
159 glUniform1f( _uniform_water_uTime, f );
160 }
161 static void shader_water_uCamera(v3f v){
162 glUniform3fv( _uniform_water_uCamera, 1, v );
163 }
164 static void shader_water_uSurfaceY(float f){
165 glUniform1f( _uniform_water_uSurfaceY, f );
166 }
167 static void shader_water_register(void){
168 vg_shader_register( &_shader_water );
169 }
170 static void shader_water_use(void){ glUseProgram(_shader_water.id); }
171 static void shader_water_link(void){
172 _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
173 _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
174 _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" );
175 _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
176 _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
177 _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" );
178 _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
179 _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" );
180 _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
181 _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
182 _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
183 }
184 #endif /* SHADER_water_H */