df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / route.h
index 271a47f328d68575499328749e9b37d58aa52e09..0c03368217c837adf14642171e3c5a783beb5ec5 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_route = {
    .link = shader_route_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -17,9 +16,29 @@ static struct vg_shader _shader_route = {
 "layout (location=5) in ivec4 a_groups;\n"
 "\n"
 "#line      2        0 \n"
+"#line       1        2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+"   // This magically solves some artifacting errors!\n"
+"   //\n"
+"   vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line      3        0 \n"
 "\n"
 "uniform mat4x3 uMdl;\n"
 "uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
@@ -29,25 +48,29 @@ static struct vg_shader _shader_route = {
 "\n"
 "void main()\n"
 "{\n"
-"   vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
-"   gl_Position = uPv * vec4( world_pos, 1.0 );\n"
+"   vec3 world_pos0 = uMdl     * vec4( a_co, 1.0 );\n"
+"   vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );\n"
+"   vec4 vproj1     = uPvmPrev * vec4( a_co, 1.0 );\n"
+"\n"
+"   vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+"   gl_Position = vproj0;\n"
+"   aWorldCo = world_pos0;\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
 "   aNorm = mat3(uMdl) * a_norm;\n"
 "   aCo = a_co;\n"
-"   aWorldCo = world_pos;\n"
 "}\n"
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/route.fs",
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
 "uniform vec3 uCamera;\n"
 "uniform vec4 uColour;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -56,6 +79,8 @@ static struct vg_shader _shader_route = {
 "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"
@@ -67,6 +92,7 @@ static struct vg_shader _shader_route = {
 "   float g_water_fog;\n"
 "   int g_light_count;\n"
 "   int g_light_preview;\n"
+"   int g_shadow_samples;\n"
 "};\n"
 "\n"
 "uniform sampler2D g_world_depth;\n"
@@ -129,8 +155,23 @@ static struct vg_shader _shader_route = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
+"// FIXME\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+"  vec3 pa = p - a;\n"
+"  vec3 ba = b - a;\n"
+"\n"
+"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+"  return length( pa - ba*h );\n"
+"}\n"
+"\n"
 "vec3 do_light_shadowing( vec3 vfrag )\n"
 "{\n"
+"   if( g_shadow_samples == 0 )\n"
+"   {\n"
+"      return vfrag;\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"
@@ -144,6 +185,13 @@ static struct vg_shader _shader_route = {
 "   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"
+"   // player shadow\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+"   famt = max( player_shadow*0.6, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
@@ -154,9 +202,31 @@ static struct vg_shader _shader_route = {
 "}\n"
 "\n"
 "#line     15        0 \n"
+"#line       1        2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+"   // Write motion vectors\n"
+"   vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+"   vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"\n"
+"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line     16        0 \n"
 "\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "\n"
 "   // ws modulation\n"
@@ -194,38 +264,50 @@ static struct vg_shader _shader_route = {
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   FragColor = vec4(vfrag, 1.0 );\n"
+"   oColour = vec4(vfrag, 1.0 );\n"
 "}\n"
 ""},
 };
 
 static GLuint _uniform_route_uMdl;
 static GLuint _uniform_route_uPv;
+static GLuint _uniform_route_uPvmPrev;
 static GLuint _uniform_route_uTexGarbage;
 static GLuint _uniform_route_uTexGradients;
 static GLuint _uniform_route_uCamera;
 static GLuint _uniform_route_uColour;
+static GLuint _uniform_route_uBoard0;
+static GLuint _uniform_route_uBoard1;
 static GLuint _uniform_route_g_world_depth;
 static void shader_route_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_route_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_route_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_route_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_route_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_route_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_route_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_route_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_route_uTexGarbage(int i){
-   glUniform1i( _uniform_route_uTexGarbage, i );
+   glUniform1i(_uniform_route_uTexGarbage,i);
 }
 static void shader_route_uTexGradients(int i){
-   glUniform1i( _uniform_route_uTexGradients, i );
+   glUniform1i(_uniform_route_uTexGradients,i);
 }
 static void shader_route_uCamera(v3f v){
-   glUniform3fv( _uniform_route_uCamera, 1, v );
+   glUniform3fv(_uniform_route_uCamera,1,v);
 }
 static void shader_route_uColour(v4f v){
-   glUniform4fv( _uniform_route_uColour, 1, v );
+   glUniform4fv(_uniform_route_uColour,1,v);
+}
+static void shader_route_uBoard0(v3f v){
+   glUniform3fv(_uniform_route_uBoard0,1,v);
+}
+static void shader_route_uBoard1(v3f v){
+   glUniform3fv(_uniform_route_uBoard1,1,v);
 }
 static void shader_route_g_world_depth(int i){
-   glUniform1i( _uniform_route_g_world_depth, i );
+   glUniform1i(_uniform_route_g_world_depth,i);
 }
 static void shader_route_register(void){
    vg_shader_register( &_shader_route );
@@ -234,10 +316,13 @@ static void shader_route_use(void){ glUseProgram(_shader_route.id); }
 static void shader_route_link(void){
    _uniform_route_uMdl = glGetUniformLocation( _shader_route.id, "uMdl" );
    _uniform_route_uPv = glGetUniformLocation( _shader_route.id, "uPv" );
+   _uniform_route_uPvmPrev = glGetUniformLocation( _shader_route.id, "uPvmPrev" );
    _uniform_route_uTexGarbage = glGetUniformLocation( _shader_route.id, "uTexGarbage" );
    _uniform_route_uTexGradients = glGetUniformLocation( _shader_route.id, "uTexGradients" );
    _uniform_route_uCamera = glGetUniformLocation( _shader_route.id, "uCamera" );
    _uniform_route_uColour = glGetUniformLocation( _shader_route.id, "uColour" );
+   _uniform_route_uBoard0 = glGetUniformLocation( _shader_route.id, "uBoard0" );
+   _uniform_route_uBoard1 = glGetUniformLocation( _shader_route.id, "uBoard1" );
    _uniform_route_g_world_depth = glGetUniformLocation( _shader_route.id, "g_world_depth" );
 }
 #endif /* SHADER_route_H */