glider orphan / entity normals with scale
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_board_view.h
index 39956c6a86f426c3f74a4f2cea268a35a567dbc3..abbc42f1da28b27af31b9c7c65486479e91b7b0e 100644 (file)
@@ -58,7 +58,7 @@ static struct vg_shader _shader_model_board_view = {
 "   aWorldCo = world_pos0;\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
-"   aNorm = mat3(uMdl) * a_norm;\n"
+"   aNorm = normalize( mat3(uMdl) * a_norm );\n"
 "   aCo = a_co;\n"
 "}\n"
 ""},
@@ -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"
@@ -80,6 +76,11 @@ static struct vg_shader _shader_model_board_view = {
 "in vec3 aWorldCo;\n"
 "\n"
 "#line       1        1 \n"
+"// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line     11        0 \n"
+"#line       1        2 \n"
 "layout (location = 0) out vec4 oColour;\n"
 "\n"
 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
@@ -131,7 +132,7 @@ static struct vg_shader _shader_model_board_view = {
 "//const vec3  SUN_COLOUR      = vec3( 1.10, 0.89, 0.35 );\n"
 "\n"
 "const float SUN_ANGLE       = 0.0001;\n"
-"const float PI              = 3.14159265;\n"
+"const float PI              = 3.14159265358979323846264;\n"
 "\n"
 "//struct world_info\n"
 "//{\n"
@@ -143,6 +144,37 @@ static struct vg_shader _shader_model_board_view = {
 "//   vec3 sun_dir;\n"
 "//};\n"
 "\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+"      p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+"   p3 += dot(p3, p3.yxz+33.33);\n"
+"   return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+"   vec3 co = rd * rr;\n"
+"\n"
+"   float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+"   float spaces = 1.0 / rr;\n"
+"   size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+"   a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+"   float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+"   \n"
+"   float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+"   plane = plane - mod(plane, PI / count);\n"
+"\n"
+"   vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+"   float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+"   float ydist = sqrt(rr * rr - level * level);\n"
+"   float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+"   vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+"   float star = smoothstep(size, 0.0, distance(center, co));\n"
+"   return star;\n"
+"}\n"
+"\n"
 "float luminance( vec3 v )\n"
 "{\n"
 "   return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
@@ -177,8 +209,19 @@ static struct vg_shader _shader_model_board_view = {
 "         \n"
 "   vec3 sun_colour  = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
 "        sun_colour *= sun_shape;\n"
+"\n"
+"   \n"
+"   float star = 0.0;\n"
+"   float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+"\n"
+"   if( star_blend > 0.001 ){\n"
+"      for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+"         float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+"         star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
+"      }\n"
+"   }\n"
 "   \n"
-"   vec3 composite   = sky_colour + sun_colour;\n"
+"   vec3 composite   = sky_colour + sun_colour + star*star_blend;\n"
 "   return composite;\n"
 "}\n"
 "\n"
@@ -190,8 +233,9 @@ static struct vg_shader _shader_model_board_view = {
 "                               g_sunset_phase );\n"
 "\n"
 "   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-"   vec3  light_sun      = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-"                           * g_sun_colour.rgb * g_day_phase;\n"
+"   vec3  light_sun      = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+"                               dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+"                           ) * g_sun_colour.rgb * g_day_phase;\n"
 "\n"
 "   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
 "   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
@@ -214,19 +258,15 @@ 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 +274,15 @@ 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"
@@ -253,19 +293,11 @@ static struct vg_shader _shader_model_board_view = {
 "   return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
 "}\n"
 "\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
 "   float dist = pow(fdist*0.0010,0.78);\n"
 "   return mix( vfrag, colour, min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-"      p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-"   p3 += dot(p3, p3.yxz+33.33);\n"
-"   return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
 "vec3 scene_calculate_light( int light_index, \n"
 "                            vec3 halfview, vec3 co, vec3 normal )\n"
 "{\n"
@@ -330,8 +362,8 @@ 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"
@@ -381,8 +413,8 @@ 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       1        2 \n"
+"#line     12        0 \n"
+"#line       1        3 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
 "#line      2        0 \n"
@@ -401,25 +433,19 @@ 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     13        0 \n"
+"#line       1        4 \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 +462,101 @@ static struct vg_shader _shader_model_board_view = {
 "      if( step(0.0,diff)+dither<0.3 )\n"
 "         discard;\n"
 "   }\n"
+"}\n"
+"\n"
+"#line     14        0 \n"
+"\n"
+"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
+"{\n"
+"   float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+"   vec3  reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
+"                               g_sunset_phase );\n"
+"\n"
+"\n"
+"   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;\n"
+"   vec3  light_sun      = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n"
+"                           * g_sun_colour.rgb * g_day_phase;\n"
+"\n"
+"   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
+"   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
+"                       g_sunset_phase );\n"
+"\n"
+"   return ambient + (light_sun + sky_reflection) * shadow;\n"
+"}\n"
+"\n"
+"vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
+"                                 float light_mask )\n"
+"{\n"
+"   if( g_light_preview == 1 )\n"
+"      diffuse = vec3(0.75);\n"
+"\n"
+"   // Lighting\n"
+"   vec3 halfview = uCamera - co;\n"
+"   float fdist = length(halfview);\n"
+"   halfview /= fdist;\n"
+"\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 = character_clearskies_lighting( \n"
+"                           normal, min( light_mask, world_shadow ), halfview );\n"
+"\n"
+"   vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+"        cube_coord = floor( cube_coord );\n"
+"\n"
+"   if( g_debug_indices == 1 )\n"
+"   {\n"
+"      return rand33(cube_coord);\n"
+"   }\n"
+"\n"
+"   if( g_debug_complexity == 1 )\n"
+"   {\n"
+"      ivec3 coord = ivec3( cube_coord );\n"
+"      uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+"      uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+"      return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+"   }\n"
+"\n"
+"   // FIXME: this coord should absolutely must be clamped!\n"
+"   \n"
+"   ivec3 coord = ivec3( cube_coord );\n"
+"   uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+"   total_light += \n"
+"      scene_calculate_packed_light_patch( index_sample.x,\n"
+"                                          halfview, co, normal ) \n"
+"                                          * light_mask;\n"
+"   total_light += \n"
+"      scene_calculate_packed_light_patch( index_sample.y,\n"
+"                                          halfview, co, normal )\n"
+"                                          * light_mask;\n"
+"\n"
+"   // Take a section of the sky function to give us a matching fog colour\n"
+"\n"
+"   vec3 fog_colour  = clearskies_ambient( -halfview );\n"
+"   float sun_theta  = dot( -halfview, g_sun_dir.xyz );\n"
+"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
+"   float sun_shape  = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
+"         \n"
+"   vec3 sun_colour  = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
+"        sun_colour *= sun_shape;\n"
+"\n"
+"   fog_colour += sun_colour;\n"
+"   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
+"}\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 = character_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 +567,14 @@ 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 +587,15 @@ 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 +603,7 @@ 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 +614,13 @@ 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 */