chaos pt 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_fxglow.h
index e67c665709aa28ad647d1ff36a8cc089161cd0f9..b54f58f35ae2328363b1ad394c334f8361d0180e 100644 (file)
@@ -7,7 +7,7 @@ static struct vg_shader _shader_scene_fxglow = {
    .link = shader_scene_fxglow_link,
    .vs = 
 {
-.orig_file = "shaders/scene.vs",
+.orig_file = "shaders/scene_fxglow.vs",
 .static_src = 
 "layout (location=0) in vec3  a_co;\n"
 "layout (location=1) in vec4  a_norm;\n"
@@ -36,6 +36,7 @@ static struct vg_shader _shader_scene_fxglow = {
 "uniform mat4x3 uMdl;\n"
 "uniform mat4   uPv;\n"
 "uniform mat4   uPvmPrev;\n"
+"uniform vec2   uUvOffset;\n"
 "\n"
 "out vec2 aUv;\n"
 "out vec4 aNorm;\n"
@@ -52,7 +53,7 @@ static struct vg_shader _shader_scene_fxglow = {
 "\n"
 "   gl_Position = vproj0;\n"
 "\n"
-"   aUv = a_uv;\n"
+"   aUv = a_uv + uUvOffset;\n"
 "   aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
 "   aCo = a_co;\n"
 "   aWorldCo = world_pos0;\n"
@@ -208,19 +209,15 @@ static struct vg_shader _shader_scene_fxglow = {
 "   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"
@@ -228,15 +225,15 @@ static struct vg_shader _shader_scene_fxglow = {
 "   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"
@@ -273,7 +270,7 @@ static struct vg_shader _shader_scene_fxglow = {
 "   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"
@@ -324,8 +321,8 @@ static struct vg_shader _shader_scene_fxglow = {
 "   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"
@@ -424,9 +421,8 @@ static struct vg_shader _shader_scene_fxglow = {
 "\n"
 "#line      6        0 \n"
 "\n"
-"void main()\n"
-"{\n"
-"   compute_motion_vectors();\n"
+"void main(){\n"
+"   oMotionVec = vec2(0.0);\n"
 "\n"
 "   vec4 vsamplemain = texture( uTexMain, aUv );\n"
 "\n"
@@ -445,6 +441,7 @@ static struct vg_shader _shader_scene_fxglow = {
 static GLuint _uniform_scene_fxglow_uMdl;
 static GLuint _uniform_scene_fxglow_uPv;
 static GLuint _uniform_scene_fxglow_uPvmPrev;
+static GLuint _uniform_scene_fxglow_uUvOffset;
 static GLuint _uniform_scene_fxglow_uTexMain;
 static GLuint _uniform_scene_fxglow_uCamera;
 static GLuint _uniform_scene_fxglow_g_world_depth;
@@ -459,6 +456,9 @@ static void shader_scene_fxglow_uPv(m4x4f m){
 static void shader_scene_fxglow_uPvmPrev(m4x4f m){
    glUniformMatrix4fv(_uniform_scene_fxglow_uPvmPrev,1,GL_FALSE,(float*)m);
 }
+static void shader_scene_fxglow_uUvOffset(v2f v){
+   glUniform2fv(_uniform_scene_fxglow_uUvOffset,1,v);
+}
 static void shader_scene_fxglow_uTexMain(int i){
    glUniform1i(_uniform_scene_fxglow_uTexMain,i);
 }
@@ -476,6 +476,7 @@ static void shader_scene_fxglow_link(void){
    _uniform_scene_fxglow_uMdl = glGetUniformLocation( _shader_scene_fxglow.id, "uMdl" );
    _uniform_scene_fxglow_uPv = glGetUniformLocation( _shader_scene_fxglow.id, "uPv" );
    _uniform_scene_fxglow_uPvmPrev = glGetUniformLocation( _shader_scene_fxglow.id, "uPvmPrev" );
+   _uniform_scene_fxglow_uUvOffset = glGetUniformLocation( _shader_scene_fxglow.id, "uUvOffset" );
    _uniform_scene_fxglow_uTexMain = glGetUniformLocation( _shader_scene_fxglow.id, "uTexMain" );
    _uniform_scene_fxglow_uCamera = glGetUniformLocation( _shader_scene_fxglow.id, "uCamera" );
    _uniform_scene_fxglow_g_world_depth = glGetUniformLocation( _shader_scene_fxglow.id, "g_world_depth" );