.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"
""},
.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_cube_min;\n"
+" vec4 g_cube_inv_range;\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, float max_dist,\n"
+" vec3 light_colour, vec3 light_pos )\n"
+"{\n"
+" vec3 light_delta = light_pos-aWorldCo;\n"
+"\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( dot( normalize(light_delta), wnormal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*max_dist) );\n"
+" return light_colour * attenuation * falloff;\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"
" 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"
""},
};
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 */