foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_override.h
index d0c7ab924ac175300f217f3ee3903898bd94f7c4..c84a5baaa62b0ac9f7b79501a3be8ca2aed3283a 100644 (file)
@@ -71,9 +71,15 @@ static struct vg_shader _shader_scene_override = {
 "uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n"
 "uniform vec4 uSpawnPos;  /* w: inverse distance to uPlayerPos */\n"
 "uniform bool uAlphatest;\n"
+"uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n"
 "\n"
 "#line       1        1 \n"
 "// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line     12        0 \n"
+"#line       1        2 \n"
+"// :D\n"
 "\n"
 "in vec2 aUv;\n"
 "in vec4 aNorm;\n"
@@ -233,8 +239,9 @@ static struct vg_shader _shader_scene_override = {
 "                               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"
@@ -439,8 +446,8 @@ static struct vg_shader _shader_scene_override = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line     11        0 \n"
-"#line       1        2 \n"
+"#line     13        0 \n"
+"#line       1        3 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
 "#line      2        0 \n"
@@ -459,7 +466,7 @@ static struct vg_shader _shader_scene_override = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     12        0 \n"
+"#line     14        0 \n"
 "\n"
 "vec2 smin( float a, float b, float k ){\n"
 "   float h = max( k-abs(a-b), 0.0 )/k;\n"
@@ -478,11 +485,15 @@ static struct vg_shader _shader_scene_override = {
 "   float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
 "\n"
 "   float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n"
-"   if( min(aCo.y*0.5 + dither, dcam + dither) < 0.51 ) discard;\n"
+"   float dy0 = aCo.y - uMapInfo.x;\n"
+"   float dy1 = uMapInfo.y - aCo.y;\n"
+"\n"
+"   if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) \n"
+"      discard;\n"
 "\n"
 "   compute_motion_vectors();\n"
 "\n"
-"   vec3 vfrag = vec3(0.7);\n"
+"   vec3 vfrag = vec3(0.898,0.811,0.716);\n"
 "   vec3 qnorm = aNorm.xyz;\n"
 "\n"
 "   qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n"
@@ -515,7 +526,15 @@ static struct vg_shader _shader_scene_override = {
 "   float d3 = distance(p0,aCo);\n"
 "   emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n"
 "\n"
-"   oColour = vec4( vfrag+emit, 1.0 );\n"
+"   vfrag += emit;\n"
+"\n"
+"   if( uMapInfo.z > 0.0 ){\n"
+"      float height = fract( aCo.y * 0.1 );\n"
+"      float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n"
+"      vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n"
+"   }\n"
+"\n"
+"   oColour = vec4( vfrag, 1.0 );\n"
 "   //oColour = vec4( vfrag, 1.0 );\n"
 "}\n"
 ""},
@@ -532,6 +551,7 @@ static GLuint _uniform_scene_override_uPlane;
 static GLuint _uniform_scene_override_uPlayerPos;
 static GLuint _uniform_scene_override_uSpawnPos;
 static GLuint _uniform_scene_override_uAlphatest;
+static GLuint _uniform_scene_override_uMapInfo;
 static GLuint _uniform_scene_override_g_world_depth;
 static GLuint _uniform_scene_override_uLightsArray;
 static GLuint _uniform_scene_override_uLightsIndex;
@@ -568,6 +588,9 @@ static void shader_scene_override_uSpawnPos(v4f v){
 static void shader_scene_override_uAlphatest(int b){
    glUniform1i(_uniform_scene_override_uAlphatest,b);
 }
+static void shader_scene_override_uMapInfo(v4f v){
+   glUniform4fv(_uniform_scene_override_uMapInfo,1,v);
+}
 static void shader_scene_override_g_world_depth(int i){
    glUniform1i(_uniform_scene_override_g_world_depth,i);
 }
@@ -587,6 +610,7 @@ static void shader_scene_override_link(void){
    _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
    _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
    _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" );
+   _uniform_scene_override_uMapInfo = glGetUniformLocation( _shader_scene_override.id, "uMapInfo" );
    _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
    _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
    _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );