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better low qual mode
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
terrain.h
diff --git
a/shaders/terrain.h
b/shaders/terrain.h
index 436ca1fc06559333cc88d454a6fe48c9838e21bc..24eb0ea61bc89fae77af80ebf0ef2ec878e2a8e8 100644
(file)
--- a/
shaders/terrain.h
+++ b/
shaders/terrain.h
@@
-7,46
+7,54
@@
static struct vg_shader _shader_terrain = {
.link = shader_terrain_link,
.vs =
{
.link = shader_terrain_link,
.vs =
{
-.orig_file = "../shaders/standard.vs",
+.orig_file = "../
../
shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
.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"
"\n"
"\n"
"#line 2 0 \n"
"\n"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\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"
"\n"
"void main()\n"
"{\n"
-" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
+" gl_Position = uPv * vec4( world_pos, 1.0 );\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
+" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
{
"}\n"
""},
.fs =
{
-.orig_file = "../shaders/terrain.fs",
+.orig_file = "../
../
shaders/terrain.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
+"uniform vec3 uSandColour;\n"
+"uniform vec2 uBlendOffset;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
@@
-60,6
+68,7
@@
static struct vg_shader _shader_terrain = {
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\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"
"\n"
"uniform sampler2D g_world_depth;\n"
@@
-101,7
+110,7
@@
static struct vg_shader _shader_terrain = {
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\n"
+" vec3 sample_pos = a
World
Co + vdir;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
@@
-124,6
+133,11
@@
static struct vg_shader _shader_terrain = {
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\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"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
@@
-146,7
+160,7
@@
static struct vg_shader _shader_terrain = {
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 1
3
0 \n"
+"#line 1
6
0 \n"
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
@@
-168,9
+182,9
@@
static struct vg_shader _shader_terrain = {
" // Colour blending\n"
" float amtgrass = step(qnorm.y,0.6);\n"
" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
" // Colour blending\n"
" float amtgrass = step(qnorm.y,0.6);\n"
" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
-" vec2 uvgradients = aUv + vec2( amtgrass
*0.5 + rgarbage.a*0.4, 0.0 )
;\n"
+" vec2 uvgradients = aUv + vec2( amtgrass
+ rgarbage.a*0.8 )*uBlendOffset
;\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
-" vfrag = mix( vfrag,
vec3(1.0,0.9,0.8)*0.9
, amtsand );\n"
+" vfrag = mix( vfrag,
uSandColour
, amtsand );\n"
"\n"
" qnorm = mix( qnorm, aNorm, amtsand );\n"
" \n"
"\n"
" qnorm = mix( qnorm, aNorm, amtsand );\n"
" \n"
@@
-194,18
+208,20
@@
static struct vg_shader _shader_terrain = {
""},
};
""},
};
-static GLuint _uniform_terrain_uPv;
static GLuint _uniform_terrain_uMdl;
static GLuint _uniform_terrain_uMdl;
+static GLuint _uniform_terrain_uPv;
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
static GLuint _uniform_terrain_uCamera;
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
static GLuint _uniform_terrain_uCamera;
+static GLuint _uniform_terrain_uSandColour;
+static GLuint _uniform_terrain_uBlendOffset;
static GLuint _uniform_terrain_g_world_depth;
static GLuint _uniform_terrain_g_world_depth;
-static void shader_terrain_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
}
static void shader_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
}
+static void shader_terrain_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
+}
static void shader_terrain_uTexGarbage(int i){
glUniform1i( _uniform_terrain_uTexGarbage, i );
}
static void shader_terrain_uTexGarbage(int i){
glUniform1i( _uniform_terrain_uTexGarbage, i );
}
@@
-215,6
+231,12
@@
static void shader_terrain_uTexGradients(int i){
static void shader_terrain_uCamera(v3f v){
glUniform3fv( _uniform_terrain_uCamera, 1, v );
}
static void shader_terrain_uCamera(v3f v){
glUniform3fv( _uniform_terrain_uCamera, 1, v );
}
+static void shader_terrain_uSandColour(v3f v){
+ glUniform3fv( _uniform_terrain_uSandColour, 1, v );
+}
+static void shader_terrain_uBlendOffset(v2f v){
+ glUniform2fv( _uniform_terrain_uBlendOffset, 1, v );
+}
static void shader_terrain_g_world_depth(int i){
glUniform1i( _uniform_terrain_g_world_depth, i );
}
static void shader_terrain_g_world_depth(int i){
glUniform1i( _uniform_terrain_g_world_depth, i );
}
@@
-223,11
+245,13
@@
static void shader_terrain_register(void){
}
static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
static void shader_terrain_link(void){
}
static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
static void shader_terrain_link(void){
- _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
_uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
_uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
+ _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
_uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
_uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
_uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
_uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
_uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
_uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
+ _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
+ _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
_uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */
_uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */