.link = shader_scene_override_link,
.vs =
{
-.orig_file = "shaders/scene.vs",
+.orig_file = "shaders/scene_override.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec4 a_norm;\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
+"uniform mat3 uNormalMtx;\n"
"\n"
"out vec2 aUv;\n"
"out vec4 aNorm;\n"
" gl_Position = vproj0;\n"
"\n"
" aUv = a_uv;\n"
-" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
+" aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n"
" aCo = a_co;\n"
" aWorldCo = world_pos0;\n"
"}\n"
"uniform vec3 uCamera;\n"
"uniform vec4 uPlane;\n"
"\n"
-"uniform vec4 uPlayerPos;\n"
-"uniform vec4 uSpawnPos;\n"
+"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
+"uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n"
+"uniform bool uAlphatest;\n"
"\n"
"#line 1 1 \n"
"// :D\n"
"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
"\n"
"const float SUN_ANGLE = 0.0001;\n"
-"const float PI = 3.14159265;\n"
+"const float PI = 3.14159265358979323846264;\n"
"\n"
"//struct world_info\n"
"//{\n"
"// vec3 sun_dir;\n"
"//};\n"
"\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+" p3 += dot(p3, p3.yxz+33.33);\n"
+" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+" vec3 co = rd * rr;\n"
+"\n"
+" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+" float spaces = 1.0 / rr;\n"
+" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+" a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+" \n"
+" float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+" plane = plane - mod(plane, PI / count);\n"
+"\n"
+" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+" float ydist = sqrt(rr * rr - level * level);\n"
+" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+" float star = smoothstep(size, 0.0, distance(center, co));\n"
+" return star;\n"
+"}\n"
+"\n"
"float luminance( vec3 v )\n"
"{\n"
" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
" \n"
" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
" sun_colour *= sun_shape;\n"
+"\n"
+" \n"
+" float star = 0.0;\n"
+" float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+"\n"
+" if( star_blend > 0.001 ){\n"
+" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
+" }\n"
+" }\n"
" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
+" vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
" return composite;\n"
"}\n"
"\n"
" return world_depth_sample( pos ) - ref_depth;\n"
"}\n"
"\n"
-"float shadow_sample( vec3 vdir )\n"
-"{\n"
-" vec3 sample_pos = aWorldCo + vdir;\n"
-" float height_sample = world_depth_sample( sample_pos );\n"
+"float shadow_sample( vec3 co ){\n"
+" float height_sample = world_depth_sample( co );\n"
"\n"
-" float fdelta = height_sample - sample_pos.y;\n"
+" float fdelta = height_sample - co.y;\n"
" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
"}\n"
"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-" if( g_shadow_samples == 0 )\n"
-" {\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+" if( g_shadow_samples == 0 ){\n"
" return 1.0;\n"
" }\n"
"\n"
" float flength = g_shadow_length;\n"
"\n"
" float famt = 0.0;\n"
-" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
-" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
-" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
-" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
"\n"
-" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
"\n"
" return 1.0 - famt;\n"
"}\n"
" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
"}\n"
"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
" float dist = pow(fdist*0.0010,0.78);\n"
" return mix( vfrag, colour, min( 1.0, dist ) );\n"
"}\n"
"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
"vec3 scene_calculate_light( int light_index, \n"
" vec3 halfview, vec3 co, vec3 normal )\n"
"{\n"
" float fdist = length(halfview);\n"
" halfview /= fdist;\n"
"\n"
-" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
-" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+" float world_shadow = newlight_compute_sun_shadow( \n"
+" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
"\n"
" vec3 total_light = clearskies_lighting( \n"
" normal, min( light_mask, world_shadow ), halfview );\n"
" return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
"}\n"
"\n"
-"#line 10 0 \n"
+"#line 11 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 11 0 \n"
+"#line 12 0 \n"
"\n"
-"vec2 smin( float a, float b, float k )\n"
-"{\n"
+"vec2 smin( float a, float b, float k ){\n"
" float h = max( k-abs(a-b), 0.0 )/k;\n"
" float m = h*h*0.5;\n"
" float s = m*k*(1.0/2.0);\n"
" return vec2(b-s,1.0-m);\n"
"}\n"
"\n"
-"void main()\n"
-"{\n"
+"void main(){\n"
" vec2 ssuv = gl_FragCoord.xy;\n"
" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
"\n"
-" if( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )\n"
-" discard;\n"
+" float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n"
+" if( min(aCo.y*0.5 + dither, dcam + dither) < 0.51 ) discard;\n"
"\n"
" compute_motion_vectors();\n"
"\n"
-" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+" vec3 vfrag = vec3(0.7);\n"
" vec3 qnorm = aNorm.xyz;\n"
"\n"
-" if( !gl_FrontFacing ){\n"
-" qnorm *= -1.0;\n"
+" qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"
+" qnorm += vec3(0.001,0.0,0.0);\n"
+"\n"
+" if( uAlphatest ){\n"
+" vec4 vSample = texture( uTexMain, aUv );\n"
+" if( vSample.a < 0.5 )\n"
+" discard;\n"
+" }\n"
+" else{\n"
" }\n"
"\n"
" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-"\n"
-" float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
-" float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
+" \n"
+" // dots\n"
+" float d0 = distance( aCo, uPlayerPos.xyz )*2.0;\n"
+" float d1 = distance( aCo, uSpawnPos.xyz );\n"
"\n"
" vec2 dm = smin( d0, d1, 10.0 );\n"
-" float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n"
-"\n"
+" float dd = fract(dm.x*0.2-g_realtime*0.5) * \n"
+" max(0.0,1.0-dm.x*0.04) * \n"
+" max(0.0,qnorm.y);\n"
" vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
"\n"
-"\n"
-"\n"
-"\n"
-" vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n"
-" float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n"
-" distance(uSpawnPos.xyz,uPlayerPos.xyz));\n"
-"\n"
+" // line\n"
+" vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n"
+" float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n"
" vec3 p0 = uPlayerPos.xyz + v0*t;\n"
-" float d3 = distance(p0,aWorldCo);\n"
-"\n"
-" float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n"
-"\n"
-" emit += vec3(lp);\n"
+" float d3 = distance(p0,aCo);\n"
+" emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
"\n"
" oColour = vec4( vfrag+emit, 1.0 );\n"
+" //oColour = vec4( vfrag, 1.0 );\n"
"}\n"
""},
};
static GLuint _uniform_scene_override_uMdl;
static GLuint _uniform_scene_override_uPv;
static GLuint _uniform_scene_override_uPvmPrev;
+static GLuint _uniform_scene_override_uNormalMtx;
static GLuint _uniform_scene_override_uTexGarbage;
static GLuint _uniform_scene_override_uTexMain;
static GLuint _uniform_scene_override_uCamera;
static GLuint _uniform_scene_override_uPlane;
static GLuint _uniform_scene_override_uPlayerPos;
static GLuint _uniform_scene_override_uSpawnPos;
+static GLuint _uniform_scene_override_uAlphatest;
static GLuint _uniform_scene_override_g_world_depth;
static GLuint _uniform_scene_override_uLightsArray;
static GLuint _uniform_scene_override_uLightsIndex;
static void shader_scene_override_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_scene_override_uPvmPrev,1,GL_FALSE,(float*)m);
}
+static void shader_scene_override_uNormalMtx(m3x3f m){
+ glUniformMatrix3fv(_uniform_scene_override_uNormalMtx,1,GL_FALSE,(float*)m);
+}
static void shader_scene_override_uTexGarbage(int i){
glUniform1i(_uniform_scene_override_uTexGarbage,i);
}
static void shader_scene_override_uSpawnPos(v4f v){
glUniform4fv(_uniform_scene_override_uSpawnPos,1,v);
}
+static void shader_scene_override_uAlphatest(int b){
+ glUniform1i(_uniform_scene_override_uAlphatest,b);
+}
static void shader_scene_override_g_world_depth(int i){
glUniform1i(_uniform_scene_override_g_world_depth,i);
}
_uniform_scene_override_uMdl = glGetUniformLocation( _shader_scene_override.id, "uMdl" );
_uniform_scene_override_uPv = glGetUniformLocation( _shader_scene_override.id, "uPv" );
_uniform_scene_override_uPvmPrev = glGetUniformLocation( _shader_scene_override.id, "uPvmPrev" );
+ _uniform_scene_override_uNormalMtx = glGetUniformLocation( _shader_scene_override.id, "uNormalMtx" );
_uniform_scene_override_uTexGarbage = glGetUniformLocation( _shader_scene_override.id, "uTexGarbage" );
_uniform_scene_override_uTexMain = glGetUniformLocation( _shader_scene_override.id, "uTexMain" );
_uniform_scene_override_uCamera = glGetUniformLocation( _shader_scene_override.id, "uCamera" );
_uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" );
_uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
_uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
+ _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" );
_uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
_uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
_uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );