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shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
terrain.h
diff --git
a/shaders/terrain.h
b/shaders/terrain.h
index 5ebef38e970aa36c7488362763fa31013e4d30d5..6b4c3de695a00f9e25e29cd15b088108cb612a6e 100644
(file)
--- a/
shaders/terrain.h
+++ b/
shaders/terrain.h
@@
-7,7
+7,6
@@
static struct vg_shader _shader_terrain = {
.link = shader_terrain_link,
.vs =
{
.link = shader_terrain_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"
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
@@
-40,13
+39,14
@@
static struct vg_shader _shader_terrain = {
""},
.fs =
{
""},
.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"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
@@
-66,6
+66,7
@@
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"
@@
-130,6
+131,11
@@
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"
@@
-152,7
+158,7
@@
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
4
0 \n"
+"#line 1
6
0 \n"
"\n"
"void main()\n"
"{\n"
"\n"
"void main()\n"
"{\n"
@@
-174,9
+180,9
@@
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"
@@
-205,24
+211,32
@@
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 void shader_terrain_uMdl(m4x3f m){
static GLuint _uniform_terrain_g_world_depth;
static void shader_terrain_uMdl(m4x3f m){
- glUniformMatrix4x3fv(
_uniform_terrain_uMdl, 1, GL_FALSE, (float *)m
);
+ glUniformMatrix4x3fv(
_uniform_terrain_uMdl,1,GL_FALSE,(float*)m
);
}
static void shader_terrain_uPv(m4x4f m){
}
static void shader_terrain_uPv(m4x4f m){
- glUniformMatrix4fv(
_uniform_terrain_uPv, 1, GL_FALSE, (float *)m
);
+ glUniformMatrix4fv(
_uniform_terrain_uPv,1,GL_FALSE,(float*)m
);
}
static void shader_terrain_uTexGarbage(int i){
}
static void shader_terrain_uTexGarbage(int i){
- glUniform1i(
_uniform_terrain_uTexGarbage, i
);
+ glUniform1i(
_uniform_terrain_uTexGarbage,i
);
}
static void shader_terrain_uTexGradients(int i){
}
static void shader_terrain_uTexGradients(int i){
- glUniform1i(
_uniform_terrain_uTexGradients, i
);
+ glUniform1i(
_uniform_terrain_uTexGradients,i
);
}
static void shader_terrain_uCamera(v3f v){
}
static void shader_terrain_uCamera(v3f v){
- glUniform3fv( _uniform_terrain_uCamera, 1, 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){
}
static void shader_terrain_g_world_depth(int i){
- glUniform1i(
_uniform_terrain_g_world_depth, i
);
+ glUniform1i(
_uniform_terrain_g_world_depth,i
);
}
static void shader_terrain_register(void){
vg_shader_register( &_shader_terrain );
}
static void shader_terrain_register(void){
vg_shader_register( &_shader_terrain );
@@
-234,6
+248,8
@@
static void shader_terrain_link(void){
_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 */