.link = shader_gpos_link,
.vs =
{
-.orig_file = "../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
-"layout (location=2) in vec4 a_colour;\n"
-"layout (location=3) in vec2 a_uv;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"layout (location=3) in vec4 a_colour;\n"
+"layout (location=4) in vec4 a_weights;\n"
+"layout (location=5) in ivec4 a_groups;\n"
"\n"
"#line 2 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 3 0 \n"
"\n"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
-" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
+"\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+" aWorldCo = world_pos0;\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
""},
.fs =
{
-.orig_file = "../shaders/gpos.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
"layout (std140) uniform ub_world_lighting\n"
"{\n"
-" vec3 g_directional;\n"
-" vec3 g_sun_colour;\n"
-" vec3 g_shadow_colour;\n"
+" vec4 g_light_colours[3];\n"
+" vec4 g_light_directions[3];\n"
+" vec4 g_ambient_colour;\n"
+"\n"
" vec4 g_water_plane;\n"
" vec4 g_depth_bounds;\n"
" float g_water_fog;\n"
+" int g_light_count;\n"
+" int g_light_preview;\n"
+" int g_shadow_samples;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
"\n"
"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
"{\n"
-" float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
-" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
+" vec3 vtotal = g_ambient_colour.rgb;\n"
+"\n"
+" for( int i=0; i<g_light_count; i++ )\n"
+" {\n"
+" vec3 vcolour = g_light_colours[i].rgb;\n"
+" vec3 vdir = g_light_directions[i].xyz;\n"
+"\n"
+" float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
+" vtotal += vcolour*flight;\n"
+" }\n"
+"\n"
+" return vfrag * vtotal;\n"
"}\n"
"\n"
"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
"{\n"
-" vec3 specdir = reflect( -g_directional, wnormal );\n"
+" vec3 vcolour = g_light_colours[0].rgb;\n"
+" vec3 vdir = g_light_directions[0].xyz;\n"
+"\n"
+" vec3 specdir = reflect( -vdir, wnormal );\n"
" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-" return vfrag + g_sun_colour*spec*fintensity;\n"
+" return vfrag + vcolour*spec*fintensity;\n"
"}\n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\n"
+" vec3 sample_pos = aWorldCo + vdir;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
"}\n"
"\n"
-"vec3 do_light_shadowing( vec3 vfrag )\n"
+"vec3 do_light_shadowing_old( vec3 vfrag )\n"
"{\n"
" float faccum = 0.0;\n"
" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
-" return mix( vfrag, g_shadow_colour, faccum );\n"
+" return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing( vec3 vfrag )\n"
+"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return vfrag;\n"
+" }\n"
+"\n"
+" float fspread = g_light_colours[0].w;\n"
+" vec3 vdir = g_light_directions[0].xyz;\n"
+" float flength = g_light_directions[0].w;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
+" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
+" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
+" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
+" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+" return mix( vfrag, g_ambient_colour.rgb, famt );\n"
"}\n"
"\n"
+"vec3 apply_fog( vec3 vfrag, float fdist )\n"
+"{\n"
+" float dist = pow(fdist*0.0008,1.2);\n"
+" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
+"}\n"
"\n"
-"#line 11 0 \n"
+"#line 12 0 \n"
"\n"
"// Water blending\n"
"// ==============\n"
""},
};
-static GLuint _uniform_gpos_uPv;
static GLuint _uniform_gpos_uMdl;
+static GLuint _uniform_gpos_uPv;
+static GLuint _uniform_gpos_uPvmPrev;
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
+static void shader_gpos_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m);
+}
static void shader_gpos_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_gpos_uPv,1,GL_FALSE,(float*)m);
}
-static void shader_gpos_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
+static void shader_gpos_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_gpos_uPvmPrev,1,GL_FALSE,(float*)m);
}
static void shader_gpos_uCamera(v3f v){
- glUniform3fv( _uniform_gpos_uCamera, 1, v );
+ glUniform3fv(_uniform_gpos_uCamera,1,v);
}
static void shader_gpos_g_world_depth(int i){
- glUniform1i( _uniform_gpos_g_world_depth, i );
+ glUniform1i(_uniform_gpos_g_world_depth,i);
}
static void shader_gpos_register(void){
vg_shader_register( &_shader_gpos );
}
static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
static void shader_gpos_link(void){
- _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
_uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
+ _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
+ _uniform_gpos_uPvmPrev = glGetUniformLocation( _shader_gpos.id, "uPvmPrev" );
_uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
_uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
}