checkin
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_sky.h
index 1559bcf94b3011f20e41792d7a34fd35b7d4e5ec..2fb62ff6564cd9fa84d5cb21c294957046ec21f4 100644 (file)
@@ -7,6 +7,7 @@ static struct vg_shader _shader_model_sky = {
    .link = shader_model_sky_link,
    .vs = 
 {
+.orig_file = "shaders/model.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -63,19 +64,168 @@ static struct vg_shader _shader_model_sky = {
 ""},
    .fs = 
 {
+.orig_file = "shaders/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"
 "in vec4 aColour;\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"
+"   float g_time;\n"
+"   int g_light_count;\n"
+"   int g_light_preview;\n"
+"   int g_shadow_samples;\n"
+"\n"
+"   int g_debug_indices;\n"
+"   int g_debug_complexity;\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( vec3 dir )\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 = dir;\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"
+"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
+"{\n"
+"   vec3 specdir = reflect( -dir, wnormal );\n"
+"   return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
+"                                 vec3 light_colour, vec3 light_pos )\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"
+"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
+"                            vec3 light_colour, vec3 light_pos,\n"
+"                            vec4 light_dir )\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"
+"\n"
+"   light_delta = normalize( light_delta );\n"
+"   attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
+"\n"
+"   float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
+"            falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
+"\n"
+"   return light_colour*attenuation*falloff;\n"
+"}\n"
+"\n"
+"#line     10        0 \n"
+"#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
 "#line      2        0 \n"
@@ -94,31 +244,177 @@ static struct vg_shader _shader_model_sky = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     13        0 \n"
+"#line     11        0 \n"
+"#line       1        3 \n"
+"const vec3  DAYSKY_COLOUR   = vec3( 0.37, 0.54, 0.97 );\n"
+"const vec3  NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
+"const vec3  SUNSET_COLOUR   = vec3( 1.00, 0.32, 0.01 );\n"
+"const vec3  AMBIENT_COLOUR  = vec3( 0.13, 0.17, 0.35 );\n"
+"const vec3  SUNSET_AMBIENT  = vec3( 0.25, 0.17, 0.51 );\n"
+"const vec3  SUN_COLOUR      = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n"
+"\n"
+"const float SUN_ANGLE       = 0.0001;\n"
+"const float TIME_RATE       = 0.025;\n"
+"\n"
+"const float PI              = 3.14159265;\n"
+"\n"
+"struct world_info\n"
+"{\n"
+"   float time,\n"
+"         time_of_day,\n"
+"         day_phase,\n"
+"         sunset_phase;\n"
+"   \n"
+"   vec3 sun_dir;\n"
+"};\n"
+"\n"
+"float luminance( vec3 v )\n"
+"{\n"
+"   return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
+"}\n"
+"\n"
+"vec3 scene_ambient( vec3 dir, const world_info w )\n"
+"{\n"
+"   float sun_azimuth  = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n"
+"   float sky_gradient = dir.y;\n"
+"   \n"
+"   /* Blend phase colours */\n"
+"   vec3 ambient  = DAYSKY_COLOUR   * (w.day_phase-w.sunset_phase*0.1);\n"
+"        ambient += SUNSET_COLOUR   * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n"
+"        ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n"
+"   \n"
+"   /* Add gradient */\n"
+"        ambient -= sky_gradient * luminance(ambient);\n"
+"        \n"
+"   return ambient;\n"
+"}\n"
+"\n"
+"vec3 scene_sky( vec3 ray_dir, const world_info w )\n"
+"{\n"
+"   ray_dir.y = abs( ray_dir.y );\n"
+"   vec3 sky_colour  = scene_ambient( ray_dir, w );\n"
+"   \n"
+"   /* Sun */\n"
+"   float sun_theta  = dot( ray_dir, w.sun_dir );\n"
+"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
+"   float sun_shape  = pow( sun_size, 2000.0 );\n"
+"         sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n"
+"         \n"
+"   vec3 sun_colour  = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n"
+"        sun_colour *= sun_shape;\n"
+"   \n"
+"   vec3 composite   = sky_colour + sun_colour;\n"
+"   return composite;\n"
+"}\n"
+"\n"
+"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n"
+"{\n"
+"   return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n"
+"}\n"
+"\n"
+"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n"
+"{\n"
+"   vec3 dir3 = vec3\n"
+"   (\n"
+"      cos(dir.y) * cos(dir.x),\n"
+"                   sin(dir.x),\n"
+"      sin(dir.y) * cos(dir.x)\n"
+"   );\n"
+"\n"
+"   float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n"
+"   \n"
+"   return flight * colour;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting_old( vec3 normal, const world_info w )\n"
+"{\n"
+"   vec3 SR_COLOUR_SUN  = vec3( 1.36,  1.35, 1.01 );\n"
+"   vec3 SR_COLOUR_FILL = vec3( 0.33,  0.56, 0.64 );\n"
+"   vec3 SR_COLOUR_RIM  = vec3( 0.05,  0.05, 0.23 );\n"
+"   \n"
+"   return SR_LIGHT( normal, vec2(  0.63, -0.08 ), SR_COLOUR_SUN ) +\n"
+"          SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n"
+"          SR_LIGHT( normal, vec2(  2.60, -0.84 ), SR_COLOUR_RIM ) ;\n"
+"}\n"
+"\n"
+"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n"
+"{\n"
+"   float fresnel = 1.0 - abs(dot(normal,halfview));\n"
+"\n"
+"   vec3  sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n"
+"   vec3  light_sun      = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n"
+"                           * w.day_phase;\n"
+"\n"
+"   float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n"
+"\n"
+"   vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+"\n"
+"   return ambient + (light_sun + sky_reflection) * shadow;\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"   float  sun_theta = dot( normal, w.sun_dir );\n"
+"\n"
+"   float  softness_min = 0.5;\n"
+"   float  softness     = softness_min + w.sunset_phase * (1.0-softness_min);\n"
+"   float  light_min    = 0.0 * w.day_phase;\n"
+"   float  light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n"
+"          light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n"
+"   \n"
+"   float  light_bounce  = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n"
+"          light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n"
+"          \n"
+"   vec3   light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n"
+"   vec3   dark_colour  = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
+"   \n"
+"   float  spec         = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n"
+"                            * 0.2 * shadow * w.day_phase;\n"
+"   \n"
+"   return mix(dark_colour, light_colour, light_direct) + \n"
+"              spec +\n"
+"              dark_colour * light_bounce;\n"
+"}\n"
+"\n"
+"void scene_state( float world_time, out world_info w )\n"
+"{\n"
+"   w.time         = world_time;\n"
+"   w.time_of_day  = fract( w.time );\n"
+"   w.day_phase    = cos( w.time_of_day * PI * 2.0 )      * 0.5 + 0.5;\n"
+"   w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n"
+"   w.sunset_phase = pow( w.sunset_phase, 6.0 );\n"
+"   \n"
+"   float a        = w.time_of_day * PI * 2.0;\n"
+"   w.sun_dir      = normalize( vec3( sin( a ), cos( a ), 0.2) );\n"
+"}\n"
+"\n"
+"\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"
-"   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 diffuse = mix( skycolour, horizon, fblend );\n"
+"   world_info world;\n"
+"   scene_state( g_time, world );\n"
+"\n"
+"   vec3 rd = normalize(aNorm);\n"
 "\n"
-"   float fmove = uTime * 0.004;\n"
-"   vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
+"   float fmove = g_time * 0.004;\n"
+"   vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;\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"
+"   oColour = vec4( scene_sky( -rd, world ) ,1.0);\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"
+"   vec3 cloud_colour    = mix( mix(NIGHTSKY_COLOUR,vec3(1.0),world.day_phase), \n"
+"                                    SUNSET_COLOUR, world.sunset_phase );\n"
+"   oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e );\n"
 "}\n"
 ""},
 };
@@ -126,9 +422,8 @@ 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);
 }
@@ -138,14 +433,11 @@ 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 +447,7 @@ 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 */