foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_font.h
index 7c338a5b60fdafde8b9ac5b432f43cf900e6666b..891947d25f369d92d21f35bdb243413ae9fc603d 100644 (file)
@@ -56,7 +56,7 @@ static struct vg_shader _shader_scene_font = {
 "\n"
 "   aUv = a_uv;\n"
 "   aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
-"   aCo = a_co;\n"
+"   aCo = co;\n"
 "   aWorldCo = world_pos0;\n"
 "}\n"
 ""},
@@ -65,12 +65,19 @@ static struct vg_shader _shader_scene_font = {
 .orig_file = "shaders/scene_font.fs",
 .static_src = 
 "uniform sampler2D uTexGarbage; // unused\n"
-"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexMain;    // unused\n"
 "uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
+"uniform float uTime;\n"
+"uniform float uOpacity;\n"
+"uniform float uColourize;\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line      9        0 \n"
+"#line       1        2 \n"
+"// :D\n"
 "\n"
 "in vec2 aUv;\n"
 "in vec4 aNorm;\n"
@@ -129,7 +136,7 @@ static struct vg_shader _shader_scene_font = {
 "//const vec3  SUN_COLOUR      = vec3( 1.10, 0.89, 0.35 );\n"
 "\n"
 "const float SUN_ANGLE       = 0.0001;\n"
-"const float PI              = 3.14159265;\n"
+"const float PI              = 3.14159265358979323846264;\n"
 "\n"
 "//struct world_info\n"
 "//{\n"
@@ -141,6 +148,37 @@ static struct vg_shader _shader_scene_font = {
 "//   vec3 sun_dir;\n"
 "//};\n"
 "\n"
+"vec3 rand33(vec3 p3)\n"
+"{\n"
+"      p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
+"   p3 += dot(p3, p3.yxz+33.33);\n"
+"   return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
+"}\n"
+"\n"
+"float stars( vec3 rd, float rr, float size ){\n"
+"   vec3 co = rd * rr;\n"
+"\n"
+"   float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
+"\n"
+"   float spaces = 1.0 / rr;\n"
+"   size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
+"   a -= mod(a, spaces) - spaces * 0.5;\n"
+"\n"
+"   float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
+"   \n"
+"   float plane = atan(co.z, co.x) + 4.0 * PI;\n"
+"   plane = plane - mod(plane, PI / count);\n"
+"\n"
+"   vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
+"\n"
+"   float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
+"   float ydist = sqrt(rr * rr - level * level);\n"
+"   float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
+"   vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
+"   float star = smoothstep(size, 0.0, distance(center, co));\n"
+"   return star;\n"
+"}\n"
+"\n"
 "float luminance( vec3 v )\n"
 "{\n"
 "   return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
@@ -175,8 +213,19 @@ static struct vg_shader _shader_scene_font = {
 "         \n"
 "   vec3 sun_colour  = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
 "        sun_colour *= sun_shape;\n"
+"\n"
 "   \n"
-"   vec3 composite   = sky_colour + sun_colour;\n"
+"   float star = 0.0;\n"
+"   float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
+"\n"
+"   if( star_blend > 0.001 ){\n"
+"      for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
+"         float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
+"         star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
+"      }\n"
+"   }\n"
+"   \n"
+"   vec3 composite   = sky_colour + sun_colour + star*star_blend;\n"
 "   return composite;\n"
 "}\n"
 "\n"
@@ -188,8 +237,9 @@ static struct vg_shader _shader_scene_font = {
 "                               g_sunset_phase );\n"
 "\n"
 "   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-"   vec3  light_sun      = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
-"                           * g_sun_colour.rgb * g_day_phase;\n"
+"   vec3  light_sun      = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
+"                               dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
+"                           ) * g_sun_colour.rgb * g_day_phase;\n"
 "\n"
 "   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
 "   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
@@ -212,19 +262,15 @@ static struct vg_shader _shader_scene_font = {
 "   return world_depth_sample( pos ) - 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"
+"float shadow_sample( vec3 co ){\n"
+"   float height_sample = world_depth_sample( co );\n"
 "\n"
-"   float fdelta = height_sample - sample_pos.y;\n"
+"   float fdelta = height_sample - co.y;\n"
 "   return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
 "}\n"
 "\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-"   if( g_shadow_samples == 0 )\n"
-"   {\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+"   if( g_shadow_samples == 0 ){\n"
 "      return 1.0;\n"
 "   }\n"
 "\n"
@@ -232,15 +278,15 @@ static struct vg_shader _shader_scene_font = {
 "   float flength = g_shadow_length;\n"
 "\n"
 "   float famt = 0.0;\n"
-"   famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
-"   famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
-"   famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
-"   famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"   famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+"   famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+"   famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+"   famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
 "\n"
-"   //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-"   //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-"   //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-"   //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"   //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+"   //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+"   //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+"   //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
 "\n"
 "   return 1.0 - famt;\n"
 "}\n"
@@ -251,19 +297,11 @@ static struct vg_shader _shader_scene_font = {
 "   return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
 "}\n"
 "\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
 "   float dist = pow(fdist*0.0010,0.78);\n"
 "   return mix( vfrag, colour, min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-"      p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-"   p3 += dot(p3, p3.yxz+33.33);\n"
-"   return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
 "vec3 scene_calculate_light( int light_index, \n"
 "                            vec3 halfview, vec3 co, vec3 normal )\n"
 "{\n"
@@ -277,7 +315,7 @@ static struct vg_shader _shader_scene_font = {
 "   light_delta = normalize( light_delta );\n"
 "\n"
 "   float quadratic = dist2*100.0;\n"
-"   float attenuation  = 1.0f/( 1.0f + quadratic );\n"
+"   float attenuation  = 1.0/( 1.0 + quadratic );\n"
 "         attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
 "\n"
 "   float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
@@ -328,8 +366,8 @@ static struct vg_shader _shader_scene_font = {
 "   float fdist = length(halfview);\n"
 "   halfview /= fdist;\n"
 "\n"
-"   float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
-"                                    * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+"   float world_shadow = newlight_compute_sun_shadow( \n"
+"               co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
 "\n"
 "   vec3 total_light = clearskies_lighting( \n"
 "                           normal, min( light_mask, world_shadow ), halfview );\n"
@@ -406,8 +444,8 @@ static struct vg_shader _shader_scene_font = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line      7        0 \n"
-"#line       1        2 \n"
+"#line     10        0 \n"
+"#line       1        3 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
 "#line      2        0 \n"
@@ -426,20 +464,45 @@ static struct vg_shader _shader_scene_font = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line      8        0 \n"
+"#line     11        0 \n"
 "\n"
-"void main()\n"
-"{\n"
-"   compute_motion_vectors();\n"
+"vec3 pal( float t ){\n"
+"   vec3 a = vec3(0.30,0.3,0.3);\n"
+"   vec3 b = vec3(0.8);\n"
+"   vec3 c = vec3(0.28,0.3,0.4);\n"
+"   vec3 d = vec3(0.00,0.1,0.1);\n"
+"   return a + b*cos( 6.28318*(c*t+d) );\n"
+"}\n"
 "\n"
+"void main(){\n"
+"   compute_motion_vectors();\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
-"   vec4 vsamplemain = texture( uTexMain, aUv );\n"
 "   vec3 qnorm = aNorm.xyz;\n"
 "\n"
-"   vfrag = vsamplemain.rgb;\n"
+"   //vec4 vsamplemain = texture( uTexMain, aUv );\n"
+"   //vfrag = vsamplemain.rgb;\n"
 "\n"
-"   if( g_light_preview == 1 )\n"
-"   {\n"
+"   vec4 spread0 = uTime*0.0002*vec4(  17.3,-19.6, 23.2,-47.7 );\n"
+"   vec4 spread1 = uTime*0.0002*vec4( -13.3, 12.6,-28.2, 14.7 );\n"
+"\n"
+"   vec2 p = aCo.xy + vec2(0.3);\n"
+"   float a = atan( p.y/p.x );\n"
+"   vec4 v0 = step( vec4(0.5), fract(vec4(a) + spread0) );\n"
+"   vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );\n"
+"\n"
+"   float d = ( v0.x+v0.y+v0.z+v0.w +\n"
+"               v1.x+v1.y+v1.z+v1.w ) * 0.125;\n"
+"   \n"
+"   float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);\n"
+"   float x = d*0.8+length(p)*0.3;\n"
+"   x = (floor(x*8.0) + step(dither, fract(x * 8.0))) / 8.0;\n"
+"\n"
+"   if( x + (uOpacity*2.0-1.0) < 0.5 ) \n"
+"      discard;\n"
+"\n"
+"   vfrag = mix( vec3(x), pal( x ), uColourize );\n"
+"\n"
+"   if( g_light_preview == 1 ){\n"
 "      vfrag = vec3(0.5);\n"
 "   }\n"
 "\n"
@@ -456,7 +519,9 @@ static GLuint _uniform_scene_font_uOffset;
 static GLuint _uniform_scene_font_uTexGarbage;
 static GLuint _uniform_scene_font_uTexMain;
 static GLuint _uniform_scene_font_uCamera;
-static GLuint _uniform_scene_font_uPlane;
+static GLuint _uniform_scene_font_uTime;
+static GLuint _uniform_scene_font_uOpacity;
+static GLuint _uniform_scene_font_uColourize;
 static GLuint _uniform_scene_font_g_world_depth;
 static GLuint _uniform_scene_font_uLightsArray;
 static GLuint _uniform_scene_font_uLightsIndex;
@@ -481,8 +546,14 @@ static void shader_scene_font_uTexMain(int i){
 static void shader_scene_font_uCamera(v3f v){
    glUniform3fv(_uniform_scene_font_uCamera,1,v);
 }
-static void shader_scene_font_uPlane(v4f v){
-   glUniform4fv(_uniform_scene_font_uPlane,1,v);
+static void shader_scene_font_uTime(float f){
+   glUniform1f(_uniform_scene_font_uTime,f);
+}
+static void shader_scene_font_uOpacity(float f){
+   glUniform1f(_uniform_scene_font_uOpacity,f);
+}
+static void shader_scene_font_uColourize(float f){
+   glUniform1f(_uniform_scene_font_uColourize,f);
 }
 static void shader_scene_font_g_world_depth(int i){
    glUniform1i(_uniform_scene_font_g_world_depth,i);
@@ -499,7 +570,9 @@ static void shader_scene_font_link(void){
    _uniform_scene_font_uTexGarbage = glGetUniformLocation( _shader_scene_font.id, "uTexGarbage" );
    _uniform_scene_font_uTexMain = glGetUniformLocation( _shader_scene_font.id, "uTexMain" );
    _uniform_scene_font_uCamera = glGetUniformLocation( _shader_scene_font.id, "uCamera" );
-   _uniform_scene_font_uPlane = glGetUniformLocation( _shader_scene_font.id, "uPlane" );
+   _uniform_scene_font_uTime = glGetUniformLocation( _shader_scene_font.id, "uTime" );
+   _uniform_scene_font_uOpacity = glGetUniformLocation( _shader_scene_font.id, "uOpacity" );
+   _uniform_scene_font_uColourize = glGetUniformLocation( _shader_scene_font.id, "uColourize" );
    _uniform_scene_font_g_world_depth = glGetUniformLocation( _shader_scene_font.id, "g_world_depth" );
    _uniform_scene_font_uLightsArray = glGetUniformLocation( _shader_scene_font.id, "uLightsArray" );
    _uniform_scene_font_uLightsIndex = glGetUniformLocation( _shader_scene_font.id, "uLightsIndex" );