.link = shader_scene_route_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"
"//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"
-" vec3 composite = sky_colour + sun_colour;\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 + star*star_blend;\n"
" return composite;\n"
"}\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"
static GLuint _uniform_scene_route_uMdl;
static GLuint _uniform_scene_route_uPv;
static GLuint _uniform_scene_route_uPvmPrev;
+static GLuint _uniform_scene_route_uNormalMtx;
static GLuint _uniform_scene_route_uTexGarbage;
static GLuint _uniform_scene_route_uTexGradients;
static GLuint _uniform_scene_route_uCamera;
static void shader_scene_route_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_scene_route_uPvmPrev,1,GL_FALSE,(float*)m);
}
+static void shader_scene_route_uNormalMtx(m3x3f m){
+ glUniformMatrix3fv(_uniform_scene_route_uNormalMtx,1,GL_FALSE,(float*)m);
+}
static void shader_scene_route_uTexGarbage(int i){
glUniform1i(_uniform_scene_route_uTexGarbage,i);
}
_uniform_scene_route_uMdl = glGetUniformLocation( _shader_scene_route.id, "uMdl" );
_uniform_scene_route_uPv = glGetUniformLocation( _shader_scene_route.id, "uPv" );
_uniform_scene_route_uPvmPrev = glGetUniformLocation( _shader_scene_route.id, "uPvmPrev" );
+ _uniform_scene_route_uNormalMtx = glGetUniformLocation( _shader_scene_route.id, "uNormalMtx" );
_uniform_scene_route_uTexGarbage = glGetUniformLocation( _shader_scene_route.id, "uTexGarbage" );
_uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" );
_uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" );