now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_sky.h
index 1559bcf94b3011f20e41792d7a34fd35b7d4e5ec..2da4c32a4c8d62b429c153f4dec52336edcc45dc 100644 (file)
@@ -64,9 +64,6 @@ static struct vg_shader _shader_model_sky = {
    .fs = 
 {
 .static_src = 
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"uniform vec4 uColour;\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform float uTime;\n"
 "\n"
@@ -74,8 +71,132 @@ static struct vg_shader _shader_model_sky = {
 "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"
@@ -94,31 +215,41 @@ static struct vg_shader _shader_model_sky = {
 "   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"
 ""},
 };
@@ -126,9 +257,9 @@ static struct vg_shader _shader_model_sky = {
 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);
 }
@@ -138,15 +269,15 @@ static void shader_model_sky_uPv(m4x4f 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 );
 }
@@ -155,8 +286,8 @@ static void shader_model_sky_link(void){
    _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 */