framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / character.h
index 6c3ce7af268215a296fe765a81877c34db7c8048..8265c37ba44489da271579bcb814a364aba59408 100644 (file)
@@ -7,12 +7,14 @@ static struct vg_shader _shader_character = {
    .link = shader_character_link,
    .vs = 
 {
-.orig_file = "../shaders/character.vs",
+.orig_file = "../../shaders/character.vs",
 .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"
@@ -24,39 +26,155 @@ static struct vg_shader _shader_character = {
 "out vec2 aUv;\n"
 "out vec3 aNorm;\n"
 "out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
 "out float aOpacity;\n"
 "\n"
 "void main()\n"
 "{\n"
 "   vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
-"   gl_Position = uPv * vec4(world_pos,1.0);\n"
+"   vec4 clip_pos = uPv * vec4(world_pos,1.0);\n"
+"   gl_Position = clip_pos;\n"
 "\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
 "   aNorm = mat3(uMdl) * a_norm;\n"
+"   aWorldCo = world_pos;\n"
 "   aCo = a_co;\n"
-"   aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;\n"
+"   aOpacity = max(clip_pos.w*3.0,0.1);//  1.0-(gl_Position.y+0.5)*uOpacity;\n"
 "}\n"
 ""},
    .fs = 
 {
-.orig_file = "../shaders/character.fs",
+.orig_file = "../../shaders/character.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
 "uniform sampler2D uTexMain;\n"
 "uniform vec4 uColour;\n"
+"uniform vec3 uCamera;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
 "in vec3 aNorm;\n"
 "in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
 "in float aOpacity;\n"
 "\n"
+"#line       1        1 \n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+"   vec4 g_light_colours[3];\n"
+"   vec4 g_light_directions[3];\n"
+"   vec4 g_ambient_colour;\n"
+"\n"
+"   vec4 g_water_plane;\n"
+"   vec4 g_depth_bounds;\n"
+"   float g_water_fog;\n"
+"   int g_light_count;\n"
+"   int g_light_preview;\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"// Standard diffuse + spec models\n"
+"// ==============================\n"
+"\n"
+"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
+"{\n"
+"   vec3 vtotal = g_ambient_colour.rgb;\n"
+"\n"
+"   for( int i=0; i<g_light_count; i++ )\n"
+"   {\n"
+"      vec3 vcolour = g_light_colours[i].rgb;\n"
+"      vec3 vdir = g_light_directions[i].xyz;\n"
+"\n"
+"      float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
+"      vtotal += vcolour*flight;\n"
+"   }\n"
+"\n"
+"   return vfrag * vtotal;\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+"   vec3 vcolour = g_light_colours[0].rgb;\n"
+"   vec3 vdir = g_light_directions[0].xyz;\n"
+"\n"
+"   vec3 specdir = reflect( -vdir, wnormal );\n"
+"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+"   return vfrag + vcolour*spec*fintensity;\n"
+"}\n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+"   vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+"   return texture( g_world_depth, depth_coord ).r;\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"
+"\n"
+"   float fdelta = height_sample - sample_pos.y;\n"
+"   return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing_old( vec3 vfrag )\n"
+"{\n"
+"   float faccum = 0.0;\n"
+"   faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
+"   faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
+"   faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
+"   faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
+"   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing( vec3 vfrag )\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"
+"\n"
+"   float famt = 0.0;\n"
+"   famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
+"   famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
+"   famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
+"   famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
+"   famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+"   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"
+"   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
+"}\n"
+"\n"
+"vec3 apply_fog( vec3 vfrag, float fdist )\n"
+"{\n"
+"   float dist = pow(fdist*0.0008,1.2);\n"
+"   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"#line     15        0 \n"
+"\n"
 "void main()\n"
 "{\n"
-"   vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
-"   FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);\n"
+"   vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
+"\n"
+"   // Lighting\n"
+"   vec3 halfview = uCamera - aWorldCo;\n"
+"   float fdist = length( halfview );\n"
+"   halfview /= fdist;\n"
+"\n"
+"   //vfrag = do_light_diffuse( vfrag, aNorm );\n"
+"   vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
+"   vfrag = do_light_shadowing( vfrag );\n"
+"   //vfrag = apply_fog( vfrag, fdist );\n"
+"\n"
+"   FragColor = vec4(vfrag,aOpacity);\n"
 "}\n"
 ""},
 };
@@ -66,6 +184,8 @@ static GLuint _uniform_character_uMdl;
 static GLuint _uniform_character_uOpacity;
 static GLuint _uniform_character_uTexMain;
 static GLuint _uniform_character_uColour;
+static GLuint _uniform_character_uCamera;
+static GLuint _uniform_character_g_world_depth;
 static void shader_character_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_character_uPv, 1, GL_FALSE, (float *)m );
 }
@@ -81,6 +201,12 @@ static void shader_character_uTexMain(int i){
 static void shader_character_uColour(v4f v){
    glUniform4fv( _uniform_character_uColour, 1, v );
 }
+static void shader_character_uCamera(v3f v){
+   glUniform3fv( _uniform_character_uCamera, 1, v );
+}
+static void shader_character_g_world_depth(int i){
+   glUniform1i( _uniform_character_g_world_depth, i );
+}
 static void shader_character_register(void){
    vg_shader_register( &_shader_character );
 }
@@ -91,5 +217,7 @@ static void shader_character_link(void){
    _uniform_character_uOpacity = glGetUniformLocation( _shader_character.id, "uOpacity" );
    _uniform_character_uTexMain = glGetUniformLocation( _shader_character.id, "uTexMain" );
    _uniform_character_uColour = glGetUniformLocation( _shader_character.id, "uColour" );
+   _uniform_character_uCamera = glGetUniformLocation( _shader_character.id, "uCamera" );
+   _uniform_character_g_world_depth = glGetUniformLocation( _shader_character.id, "g_world_depth" );
 }
 #endif /* SHADER_character_H */