df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gpos.h
index 1cb364e0f324bca58941f1af8bf24bdb20868ce0..e30d276cb199377ea611327191621d33a88a7b75 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_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"
@@ -17,9 +16,29 @@ static struct vg_shader _shader_gpos = {
 "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 mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
@@ -29,22 +48,28 @@ static struct vg_shader _shader_gpos = {
 "\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 = 
 {
-.orig_file = "../../shaders/gpos.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
 "uniform vec3 uCamera;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -53,6 +78,8 @@ static struct vg_shader _shader_gpos = {
 "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"
@@ -64,6 +91,7 @@ static struct vg_shader _shader_gpos = {
 "   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"
@@ -126,8 +154,23 @@ static struct vg_shader _shader_gpos = {
 "   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"
+"   {\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"
@@ -141,6 +184,13 @@ static struct vg_shader _shader_gpos = {
 "   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"
@@ -150,7 +200,7 @@ static struct vg_shader _shader_gpos = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     12        0 \n"
+"#line     14        0 \n"
 "\n"
 "// Water blending\n"
 "// ==============\n"
@@ -174,30 +224,45 @@ static struct vg_shader _shader_gpos = {
 ""},
 };
 
-static GLuint _uniform_gpos_uPv;
 static GLuint _uniform_gpos_uMdl;
+static GLuint _uniform_gpos_uPv;
+static GLuint _uniform_gpos_uPvmPrev;
 static GLuint _uniform_gpos_uCamera;
+static GLuint _uniform_gpos_uBoard0;
+static GLuint _uniform_gpos_uBoard1;
 static GLuint _uniform_gpos_g_world_depth;
+static void shader_gpos_uMdl(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m);
+}
 static void shader_gpos_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)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_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_gpos_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_gpos_uCamera(v3f v){
-   glUniform3fv( _uniform_gpos_uCamera, 1, v );
+   glUniform3fv(_uniform_gpos_uCamera,1,v);
+}
+static void shader_gpos_uBoard0(v3f v){
+   glUniform3fv(_uniform_gpos_uBoard0,1,v);
+}
+static void shader_gpos_uBoard1(v3f v){
+   glUniform3fv(_uniform_gpos_uBoard1,1,v);
 }
 static void shader_gpos_g_world_depth(int i){
-   glUniform1i( _uniform_gpos_g_world_depth, 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_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
+   _uniform_gpos_uPvmPrev = glGetUniformLocation( _shader_gpos.id, "uPvmPrev" );
    _uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
+   _uniform_gpos_uBoard0 = glGetUniformLocation( _shader_gpos.id, "uBoard0" );
+   _uniform_gpos_uBoard1 = glGetUniformLocation( _shader_gpos.id, "uBoard1" );
    _uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
 }
 #endif /* SHADER_gpos_H */