reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gpos.h
diff --git a/shaders/gpos.h b/shaders/gpos.h
new file mode 100644 (file)
index 0000000..6b8d9cb
--- /dev/null
@@ -0,0 +1,158 @@
+#ifndef SHADER_gpos_H
+#define SHADER_gpos_H
+static void shader_gpos_link(void);
+static void shader_gpos_register(void);
+static struct vg_shader _shader_gpos = {
+   .name = "gpos",
+   .link = shader_gpos_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"
+"layout (location=2) in vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"uniform mat4 uPv;\n"
+"uniform mat4x3 uMdl;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+"   gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+"   aColour = a_colour;\n"
+"   aUv = a_uv;\n"
+"   aNorm = mat3(uMdl) * a_norm;\n"
+"   aCo = a_co;\n"
+"}\n"
+""},
+   .fs = 
+{
+.orig_file = "../shaders/gpos.fs",
+.static_src = 
+"out vec4 FragColor;\n"
+"\n"
+"uniform vec3 uCamera;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"#line       1        1 \n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+"   vec3 g_directional;\n"
+"   vec3 g_sun_colour;\n"
+"   vec3 g_shadow_colour;\n"
+"   vec4 g_water_plane;\n"
+"   vec4 g_depth_bounds;\n"
+"   float g_water_fog;\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"
+"   float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
+"   return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+"   vec3 specdir = reflect( -g_directional, wnormal );\n"
+"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+"   return vfrag + g_sun_colour*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 = aCo + 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( 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_shadow_colour, faccum );\n"
+"}\n"
+"\n"
+"\n"
+"#line     11        0 \n"
+"\n"
+"// Water blending\n"
+"// ==============\n"
+"\n"
+"float water_depth( vec3 pos, vec3 halfview )\n"
+"{\n"
+"   vec3 pnorm = g_water_plane.xyz;\n"
+"   float pdist = g_water_plane.w;\n"
+"\n"
+"   float d = dot( pnorm, halfview );\n"
+"   float t = dot((pnorm*pdist - pos), pnorm) / d;\n"
+"   return t * g_water_fog;\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+"   vec3 halfview = normalize( uCamera - aCo );\n"
+"   vec3 world_pos = vec3( aCo.y, aCo.x, aCo.z );\n"
+"   FragColor = vec4( world_pos, water_depth( aCo, halfview ) );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_gpos_uPv;
+static GLuint _uniform_gpos_uMdl;
+static GLuint _uniform_gpos_uCamera;
+static GLuint _uniform_gpos_g_world_depth;
+static void shader_gpos_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_gpos_uMdl(m4x3f m){
+   glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_gpos_uCamera(v3f v){
+   glUniform3fv( _uniform_gpos_uCamera, 1, v );
+}
+static void shader_gpos_g_world_depth(int i){
+   glUniform1i( _uniform_gpos_g_world_depth, i );
+}
+static void shader_gpos_register(void){
+   vg_shader_register( &_shader_gpos );
+}
+static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
+static void shader_gpos_link(void){
+   _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
+   _uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
+   _uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
+   _uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
+}
+#endif /* SHADER_gpos_H */