chaos pt 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_board_view.h
index 39956c6a86f426c3f74a4f2cea268a35a567dbc3..3f08cf0e593cb7928d56be8c2d8525a0a740384d 100644 (file)
@@ -67,11 +67,7 @@ static struct vg_shader _shader_model_board_view = {
 .orig_file = "shaders/model_character_view.fs",
 .static_src = 
 "uniform sampler2D uTexMain;\n"
-"uniform sampler2D uTexSceneDepth;\n"
 "uniform vec3 uCamera;\n"
-"uniform vec3 uInverseRatioDepth;\n"
-"uniform vec3 uInverseRatioMain;\n"
-"uniform bool uDepthCompare;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -214,19 +210,15 @@ static struct vg_shader _shader_model_board_view = {
 "   return world_depth_sample( pos ) - ref_depth;\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"
+"float shadow_sample( vec3 co ){\n"
+"   float height_sample = world_depth_sample( co );\n"
 "\n"
-"   float fdelta = height_sample - sample_pos.y;\n"
+"   float fdelta = height_sample - co.y;\n"
 "   return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
 "}\n"
 "\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-"   if( g_shadow_samples == 0 )\n"
-"   {\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+"   if( g_shadow_samples == 0 ){\n"
 "      return 1.0;\n"
 "   }\n"
 "\n"
@@ -234,15 +226,15 @@ static struct vg_shader _shader_model_board_view = {
 "   float flength = g_shadow_length;\n"
 "\n"
 "   float famt = 0.0;\n"
-"   famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
-"   famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
-"   famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
-"   famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"   famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+"   famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+"   famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+"   famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
 "\n"
-"   //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-"   //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-"   //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-"   //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"   //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+"   //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+"   //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+"   //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   return 1.0 - famt;\n"
 "}\n"
@@ -330,8 +322,8 @@ static struct vg_shader _shader_model_board_view = {
 "   float fdist = length(halfview);\n"
 "   halfview /= fdist;\n"
 "\n"
-"   float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
-"                                    * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"   float world_shadow = newlight_compute_sun_shadow( \n"
+"               co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
 "\n"
 "   vec3 total_light = clearskies_lighting( \n"
 "                           normal, min( light_mask, world_shadow ), halfview );\n"
@@ -381,7 +373,7 @@ static struct vg_shader _shader_model_board_view = {
 "   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
 "}\n"
 "\n"
-"#line     15        0 \n"
+"#line     11        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -401,25 +393,19 @@ static struct vg_shader _shader_model_board_view = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     16        0 \n"
+"#line     12        0 \n"
+"#line       1        3 \n"
+"uniform sampler2D uTexSceneDepth;\n"
+"uniform vec3 uInverseRatioDepth;\n"
+"uniform vec3 uInverseRatioMain;\n"
+"uniform bool uDepthCompare;\n"
 "\n"
-"float linear_depth( float depth, float near, float far ) \n"
-"{\n"
+"float linear_depth( float depth, float near, float far ) {\n"
 "   float z = depth * 2.0 - 1.0;\n"
 "   return (2.0 * near * far) / (far + near - z * (far - near));       \n"
 "}\n"
 "\n"
-"void main()\n"
-"{\n"
-"   compute_motion_vectors();\n"
-"\n"
-"   vec3 qnorm     = aNorm;\n"
-"   vec3 diffuse   = texture( uTexMain, aUv ).rgb;\n"
-"   vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
-"\n"
-"   float dist    = distance( aWorldCo, uCamera ) - 0.08;\n"
-"   float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
-"\n"
+"void depth_compare_dither(){\n"
 "   if( uDepthCompare ){\n"
 "      vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
 "                                        * uInverseRatioDepth.xy;\n"
@@ -436,6 +422,20 @@ static struct vg_shader _shader_model_board_view = {
 "      if( step(0.0,diff)+dither<0.3 )\n"
 "         discard;\n"
 "   }\n"
+"}\n"
+"\n"
+"#line     13        0 \n"
+"\n"
+"void main(){\n"
+"   depth_compare_dither();\n"
+"   compute_motion_vectors();\n"
+"\n"
+"   vec3 qnorm     = aNorm;\n"
+"   vec3 diffuse   = texture( uTexMain, aUv ).rgb;\n"
+"   vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
+"\n"
+"   float dist    = distance( aWorldCo, uCamera ) - 0.08;\n"
+"   float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
 "\n"
 "   oColour = vec4( composite, opacity );\n"
 "}\n"
@@ -446,14 +446,14 @@ static GLuint _uniform_model_board_view_uMdl;
 static GLuint _uniform_model_board_view_uPv;
 static GLuint _uniform_model_board_view_uPvmPrev;
 static GLuint _uniform_model_board_view_uTexMain;
-static GLuint _uniform_model_board_view_uTexSceneDepth;
 static GLuint _uniform_model_board_view_uCamera;
-static GLuint _uniform_model_board_view_uInverseRatioDepth;
-static GLuint _uniform_model_board_view_uInverseRatioMain;
-static GLuint _uniform_model_board_view_uDepthCompare;
 static GLuint _uniform_model_board_view_g_world_depth;
 static GLuint _uniform_model_board_view_uLightsArray;
 static GLuint _uniform_model_board_view_uLightsIndex;
+static GLuint _uniform_model_board_view_uTexSceneDepth;
+static GLuint _uniform_model_board_view_uInverseRatioDepth;
+static GLuint _uniform_model_board_view_uInverseRatioMain;
+static GLuint _uniform_model_board_view_uDepthCompare;
 static void shader_model_board_view_uMdl(m4x3f m){
    glUniformMatrix4x3fv(_uniform_model_board_view_uMdl,1,GL_FALSE,(float*)m);
 }
@@ -466,12 +466,15 @@ static void shader_model_board_view_uPvmPrev(m4x4f m){
 static void shader_model_board_view_uTexMain(int i){
    glUniform1i(_uniform_model_board_view_uTexMain,i);
 }
-static void shader_model_board_view_uTexSceneDepth(int i){
-   glUniform1i(_uniform_model_board_view_uTexSceneDepth,i);
-}
 static void shader_model_board_view_uCamera(v3f v){
    glUniform3fv(_uniform_model_board_view_uCamera,1,v);
 }
+static void shader_model_board_view_g_world_depth(int i){
+   glUniform1i(_uniform_model_board_view_g_world_depth,i);
+}
+static void shader_model_board_view_uTexSceneDepth(int i){
+   glUniform1i(_uniform_model_board_view_uTexSceneDepth,i);
+}
 static void shader_model_board_view_uInverseRatioDepth(v3f v){
    glUniform3fv(_uniform_model_board_view_uInverseRatioDepth,1,v);
 }
@@ -479,10 +482,7 @@ static void shader_model_board_view_uInverseRatioMain(v3f v){
    glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v);
 }
 static void shader_model_board_view_uDepthCompare(int b){
-   glUniform1f(_uniform_model_board_view_uDepthCompare,b);
-}
-static void shader_model_board_view_g_world_depth(int i){
-   glUniform1i(_uniform_model_board_view_g_world_depth,i);
+   glUniform1i(_uniform_model_board_view_uDepthCompare,b);
 }
 static void shader_model_board_view_register(void){
    vg_shader_register( &_shader_model_board_view );
@@ -493,13 +493,13 @@ static void shader_model_board_view_link(void){
    _uniform_model_board_view_uPv = glGetUniformLocation( _shader_model_board_view.id, "uPv" );
    _uniform_model_board_view_uPvmPrev = glGetUniformLocation( _shader_model_board_view.id, "uPvmPrev" );
    _uniform_model_board_view_uTexMain = glGetUniformLocation( _shader_model_board_view.id, "uTexMain" );
-   _uniform_model_board_view_uTexSceneDepth = glGetUniformLocation( _shader_model_board_view.id, "uTexSceneDepth" );
    _uniform_model_board_view_uCamera = glGetUniformLocation( _shader_model_board_view.id, "uCamera" );
-   _uniform_model_board_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioDepth" );
-   _uniform_model_board_view_uInverseRatioMain = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioMain" );
-   _uniform_model_board_view_uDepthCompare = glGetUniformLocation( _shader_model_board_view.id, "uDepthCompare" );
    _uniform_model_board_view_g_world_depth = glGetUniformLocation( _shader_model_board_view.id, "g_world_depth" );
    _uniform_model_board_view_uLightsArray = glGetUniformLocation( _shader_model_board_view.id, "uLightsArray" );
    _uniform_model_board_view_uLightsIndex = glGetUniformLocation( _shader_model_board_view.id, "uLightsIndex" );
+   _uniform_model_board_view_uTexSceneDepth = glGetUniformLocation( _shader_model_board_view.id, "uTexSceneDepth" );
+   _uniform_model_board_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioDepth" );
+   _uniform_model_board_view_uInverseRatioMain = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioMain" );
+   _uniform_model_board_view_uDepthCompare = glGetUniformLocation( _shader_model_board_view.id, "uDepthCompare" );
 }
 #endif /* SHADER_model_board_view_H */