df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / alphatest.h
index 13d11ae4c47834fcedc2562d0ca8795eeece3770..5761c02ba4c06b5c4e055cb01e39747198dd6669 100644 (file)
@@ -16,9 +16,29 @@ static struct vg_shader _shader_alphatest = {
 "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 mat4x3 uMdl;\n"
 "uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
@@ -28,22 +48,27 @@ static struct vg_shader _shader_alphatest = {
 "\n"
 "void main()\n"
 "{\n"
-"   vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
-"   gl_Position = uPv * vec4( world_pos, 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"
 "   aCo = a_co;\n"
-"   aWorldCo = world_pos;\n"
 "}\n"
 ""},
    .fs = 
 {
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexMain;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
 "uniform vec3 uCamera;\n"
 "uniform vec4 uPlane;\n"
 "\n"
@@ -54,6 +79,8 @@ static struct vg_shader _shader_alphatest = {
 "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"
 "   vec4 g_light_colours[3];\n"
@@ -128,6 +155,16 @@ static struct vg_shader _shader_alphatest = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
+"// FIXME\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+"  vec3 pa = p - a;\n"
+"  vec3 ba = b - a;\n"
+"\n"
+"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+"  return length( pa - ba*h );\n"
+"}\n"
+"\n"
 "vec3 do_light_shadowing( vec3 vfrag )\n"
 "{\n"
 "   if( g_shadow_samples == 0 )\n"
@@ -148,6 +185,13 @@ static struct vg_shader _shader_alphatest = {
 "   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"
+"\n"
+"   // player shadow\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+"   famt = max( player_shadow*0.6, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
@@ -158,9 +202,31 @@ static struct vg_shader _shader_alphatest = {
 "}\n"
 "\n"
 "#line     15        0 \n"
+"#line       1        2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+"   // Write motion vectors\n"
+"   vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+"   vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"\n"
+"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line     16        0 \n"
 "\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "   vec4 vsamplemain = texture( uTexMain, aUv );\n"
 "   vec3 qnorm = normalize(aNorm);\n"
@@ -185,15 +251,18 @@ static struct vg_shader _shader_alphatest = {
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   FragColor = vec4(vfrag, 1.0);\n"
+"   oColour = vec4(vfrag, 1.0);\n"
 "}\n"
 ""},
 };
 
 static GLuint _uniform_alphatest_uMdl;
 static GLuint _uniform_alphatest_uPv;
+static GLuint _uniform_alphatest_uPvmPrev;
 static GLuint _uniform_alphatest_uTexGarbage;
 static GLuint _uniform_alphatest_uTexMain;
+static GLuint _uniform_alphatest_uBoard0;
+static GLuint _uniform_alphatest_uBoard1;
 static GLuint _uniform_alphatest_uCamera;
 static GLuint _uniform_alphatest_uPlane;
 static GLuint _uniform_alphatest_g_world_depth;
@@ -203,12 +272,21 @@ static void shader_alphatest_uMdl(m4x3f m){
 static void shader_alphatest_uPv(m4x4f m){
    glUniformMatrix4fv(_uniform_alphatest_uPv,1,GL_FALSE,(float*)m);
 }
+static void shader_alphatest_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_alphatest_uPvmPrev,1,GL_FALSE,(float*)m);
+}
 static void shader_alphatest_uTexGarbage(int i){
    glUniform1i(_uniform_alphatest_uTexGarbage,i);
 }
 static void shader_alphatest_uTexMain(int i){
    glUniform1i(_uniform_alphatest_uTexMain,i);
 }
+static void shader_alphatest_uBoard0(v3f v){
+   glUniform3fv(_uniform_alphatest_uBoard0,1,v);
+}
+static void shader_alphatest_uBoard1(v3f v){
+   glUniform3fv(_uniform_alphatest_uBoard1,1,v);
+}
 static void shader_alphatest_uCamera(v3f v){
    glUniform3fv(_uniform_alphatest_uCamera,1,v);
 }
@@ -225,8 +303,11 @@ static void shader_alphatest_use(void){ glUseProgram(_shader_alphatest.id); }
 static void shader_alphatest_link(void){
    _uniform_alphatest_uMdl = glGetUniformLocation( _shader_alphatest.id, "uMdl" );
    _uniform_alphatest_uPv = glGetUniformLocation( _shader_alphatest.id, "uPv" );
+   _uniform_alphatest_uPvmPrev = glGetUniformLocation( _shader_alphatest.id, "uPvmPrev" );
    _uniform_alphatest_uTexGarbage = glGetUniformLocation( _shader_alphatest.id, "uTexGarbage" );
    _uniform_alphatest_uTexMain = glGetUniformLocation( _shader_alphatest.id, "uTexMain" );
+   _uniform_alphatest_uBoard0 = glGetUniformLocation( _shader_alphatest.id, "uBoard0" );
+   _uniform_alphatest_uBoard1 = glGetUniformLocation( _shader_alphatest.id, "uBoard1" );
    _uniform_alphatest_uCamera = glGetUniformLocation( _shader_alphatest.id, "uCamera" );
    _uniform_alphatest_uPlane = glGetUniformLocation( _shader_alphatest.id, "uPlane" );
    _uniform_alphatest_g_world_depth = glGetUniformLocation( _shader_alphatest.id, "g_world_depth" );