.fs =
{
.static_src =
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"uniform vec4 uColour;\n"
"uniform sampler2D uTexGarbage;\n"
"uniform float uTime;\n"
"\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
+"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"
+" 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"
+" int g_shadow_samples;\n"
+"\n"
+" // g_time ?\n"
+"\n"
+" //vec4 g_point_light_positions[32];\n"
+" //vec4 g_point_light_colours[32];\n"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\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 world_water_depth( vec3 pos )\n"
+"{\n"
+" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
+" return texture( g_world_depth, depth_coord ).g - 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"
+"\n"
+" float fdelta = height_sample - sample_pos.y;\n"
+" return clamp( fdelta, 0.1, 0.2 )-0.1;\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"
+"\n"
+"// New lighting model\n"
+"\n"
+"vec3 newlight_compute_ambient()\n"
+"{\n"
+" return g_ambient_colour.rgb;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow()\n"
+"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return 1.0;\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"
+"\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"
+"\n"
+" return 1.0 - famt;\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_world_diffuse( 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 vtotal;\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_sun_spec( 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 vcolour*spec*fintensity;\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
+" vec3 light_pos, vec3 light_colour )\n"
+"{\n"
+" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
+"\n"
+" float quadratic = dot(light_delta,light_delta);\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
+"\n"
+" return light_colour*attenuation;\n"
+"}\n"
+"\n"
+"#line 11 0 \n"
+"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 13 0 \n"
+"#line 12 0 \n"
"\n"
"void main()\n"
"{\n"
" compute_motion_vectors();\n"
"\n"
-" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
+" vec3 rd = normalize(aNorm);\n"
+"\n"
+" float fintensity = 1.0-(abs(rd.y)*0.7);\n"
" float fblend = pow(fintensity,4.0);\n"
-" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
-" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
+" vec3 horizon = vec3( 0.87, 0.93, 0.98 );\n"
+" vec3 skycolour = vec3( 0.16, 0.58, 0.95 ) - rd.y*rd.y*0.5;\n"
" vec3 diffuse = mix( skycolour, horizon, fblend );\n"
"\n"
" float fmove = uTime * 0.004;\n"
-" vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
+" vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.05;\n"
" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
-" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
+" vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );\n"
"\n"
" float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
-" float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
+" float cloud_e = pow(cloud_d,1.5)*pow(abs(rd.y),0.3)*2.0;\n"
"\n"
" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
-" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
+" float fhorizon = step( rd.y * 0.5 + 0.5, 0.5 );\n"
"\n"
" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
-" oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
+"\n"
+"\n"
+" float sundot = clamp(dot(rd, -g_light_directions[0].xyz), 0.0, 1.0);\n"
+" vec3 sun = 0.25 * vec3(1.0,0.7,0.4) * pow( sundot,5.0 );\n"
+" sun += 0.25 * vec3(1.0,0.8,0.6) * pow( sundot,64.0 );\n"
+" sun += 0.2 * vec3(1.0,0.8,0.6) * pow( sundot,512.0 );\n"
+" skycomp += sun * g_light_colours[0].rgb;\n"
+"\n"
+" oColour = vec4(skycomp,1.0);\n"
"}\n"
""},
};
static GLuint _uniform_model_sky_uMdl;
static GLuint _uniform_model_sky_uPv;
static GLuint _uniform_model_sky_uPvmPrev;
-static GLuint _uniform_model_sky_uColour;
static GLuint _uniform_model_sky_uTexGarbage;
static GLuint _uniform_model_sky_uTime;
+static GLuint _uniform_model_sky_g_world_depth;
static void shader_model_sky_uMdl(m4x3f m){
glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_model_sky_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_model_sky_uPvmPrev,1,GL_FALSE,(float*)m);
}
-static void shader_model_sky_uColour(v4f v){
- glUniform4fv(_uniform_model_sky_uColour,1,v);
-}
static void shader_model_sky_uTexGarbage(int i){
glUniform1i(_uniform_model_sky_uTexGarbage,i);
}
static void shader_model_sky_uTime(float f){
glUniform1f(_uniform_model_sky_uTime,f);
}
+static void shader_model_sky_g_world_depth(int i){
+ glUniform1i(_uniform_model_sky_g_world_depth,i);
+}
static void shader_model_sky_register(void){
vg_shader_register( &_shader_model_sky );
}
_uniform_model_sky_uMdl = glGetUniformLocation( _shader_model_sky.id, "uMdl" );
_uniform_model_sky_uPv = glGetUniformLocation( _shader_model_sky.id, "uPv" );
_uniform_model_sky_uPvmPrev = glGetUniformLocation( _shader_model_sky.id, "uPvmPrev" );
- _uniform_model_sky_uColour = glGetUniformLocation( _shader_model_sky.id, "uColour" );
_uniform_model_sky_uTexGarbage = glGetUniformLocation( _shader_model_sky.id, "uTexGarbage" );
_uniform_model_sky_uTime = glGetUniformLocation( _shader_model_sky.id, "uTime" );
+ _uniform_model_sky_g_world_depth = glGetUniformLocation( _shader_model_sky.id, "g_world_depth" );
}
#endif /* SHADER_model_sky_H */