.link = shader_scene_terrain_link,
.vs =
{
+.orig_file = "shaders/scene.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec4 a_norm;\n"
"out vec4 aNorm;\n"
"out vec3 aCo;\n"
"out vec3 aWorldCo;\n"
-"flat out ivec4 aLights;\n"
+"\n"
+"flat out ivec4 light_indices;\n"
"\n"
"void main()\n"
"{\n"
" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
" aCo = a_co;\n"
" aWorldCo = world_pos0;\n"
-" aLights = a_lights;\n"
+"\n"
+" light_indices = a_lights;\n"
"}\n"
""},
.fs =
{
+.orig_file = "shaders/scene_terrain.fs",
.static_src =
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uBoard0;\n"
"uniform vec3 uBoard1;\n"
"\n"
+"#line 1 1 \n"
+"// :D\n"
+"\n"
"in vec2 aUv;\n"
"in vec4 aNorm;\n"
"in vec3 aCo;\n"
"in vec3 aWorldCo;\n"
-"flat in ivec4 aLights;\n"
+"flat in ivec4 light_indices;\n"
"\n"
-"#line 1 1 \n"
-"// :D\n"
+"uniform samplerBuffer uLightsArray;\n"
+"uniform usampler3D uLightsIndex;\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"
" 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"
-" vec4 g_point_light_positions[32];\n"
-" vec4 g_point_light_colours[32];\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"
" 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"
" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
"}\n"
"\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 apply_fog( vec3 vfrag, float fdist )\n"
"{\n"
" float dist = pow(fdist*0.0008,1.2);\n"
" return g_ambient_colour.rgb;\n"
"}\n"
"\n"
-"float newlight_compute_sun_shadow()\n"
+"float newlight_compute_sun_shadow( vec3 dir )\n"
"{\n"
" if( g_shadow_samples == 0 )\n"
" {\n"
" }\n"
"\n"
" float fspread = g_light_colours[0].w;\n"
-" vec3 vdir = g_light_directions[0].xyz;\n"
+" vec3 vdir = dir;\n"
" float flength = g_light_directions[0].w;\n"
"\n"
" float famt = 0.0;\n"
" famt+=shadow_sample((vdir+vec3( 0.522,-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 )-0.1 );\n"
-" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
-" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
-"\n"
-" return 1.0 - max( player_shadow*0.8, famt );\n"
+" return 1.0 - famt;\n"
"}\n"
"\n"
"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
" return vcolour*spec*fintensity;\n"
"}\n"
"\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
-" vec3 light_pos, vec3 light_colour )\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"
-" attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n"
"\n"
-" return light_colour*attenuation;\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 13 0 \n"
+"#line 1 2 \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 14 0 \n"
+"\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"
-"#line 4 0 \n"
+"float compute_board_shadow()\n"
+"{\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" return 1.0 - player_shadow*0.8;\n"
+"}\n"
+"\n"
+"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
+"{\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"
+" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
+" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
+" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
+"\n"
+" vec3 light_delta = light_co.xyz-co;\n"
+" float dist2 = dot(light_delta,light_delta);\n"
+"\n"
+" light_delta = normalize( light_delta );\n"
+"\n"
+" float quadratic = dist2*100.0;\n"
+" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
+"\n"
+" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
+"\n"
+" if( light_dir.w < 0.999999 )\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"
+"\n"
+" return light_colour.rgb * attenuation * falloff;\n"
+"}\n"
+"\n"
+"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
+" vec3 halfview, vec3 co, vec3 normal )\n"
+"{\n"
+" uint light_count = packed_index & 0x3u;\n"
+"\n"
+" vec3 l = vec3(0.0);\n"
+"\n"
+" if( light_count >= 1u )\n"
+" {\n"
+" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
+" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
+" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
+"\n"
+" l += scene_calculate_light( index_0, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 2u )\n"
+" {\n"
+" l += scene_calculate_light( index_1, halfview, co, normal );\n"
+"\n"
+" if( light_count >= 3u )\n"
+" {\n"
+" l += scene_calculate_light( index_2, halfview, co, normal );\n"
+" }\n"
+" }\n"
+" }\n"
+"\n"
+" return l;\n"
+"}\n"
"\n"
"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
"{\n"
+" world_info world;\n"
+" scene_state( g_time, world );\n"
+"\n"
" // Lighting\n"
" vec3 halfview = uCamera - aWorldCo;\n"
" float fdist = length(halfview);\n"
" halfview /= fdist;\n"
"\n"
-" vec3 total_light = newlight_compute_ambient();\n"
+" vec3 total_light = vec3(0.0);\n"
+" float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n"
+" * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
+" float board_shadow = compute_board_shadow();\n"
+"\n"
+" total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n"
+" halfview, world );\n"
+"\n"
+" vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
+" cube_coord = floor( cube_coord );\n"
+"\n"
+" if( g_debug_indices == 1 )\n"
+" {\n"
+" return rand33(cube_coord);\n"
+" }\n"
+"\n"
+" if( g_debug_complexity == 1 )\n"
+" {\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
+" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
+" }\n"
+"\n"
+" // FIXME: this should absolutely must be clamped!\n"
" \n"
-" // Compute world lighting contribution and apply it according to the\n"
-" // shadow map\n"
-" //\n"
-" vec3 world_light = newlight_compute_world_diffuse( wnormal );\n"
-" world_light += newlight_compute_sun_spec( wnormal, halfview, 0.1 );\n"
-"\n"
-" float world_shadow = newlight_compute_sun_shadow();\n"
-"\n"
-" total_light += world_light * world_shadow;\n"
-"\n"
-" // Compute the other lights that exist in the map, not effected by the sun\n"
-" // shadow\n"
-" total_light += newlight_compute_quadratic\n"
-" ( \n"
-" wnormal, halfview,\n"
-" g_point_light_positions[ aLights.x ].xyz,\n"
-" g_point_light_colours[ aLights.x ].rgb \n"
-" );\n"
-" total_light += newlight_compute_quadratic\n"
-" ( \n"
-" wnormal, halfview,\n"
-" g_point_light_positions[ aLights.y ].xyz,\n"
-" g_point_light_colours[ aLights.y ].rgb \n"
-" );\n"
-" total_light += newlight_compute_quadratic\n"
-" ( \n"
-" wnormal, halfview,\n"
-" g_point_light_positions[ aLights.z ].xyz,\n"
-" g_point_light_colours[ aLights.z ].rgb \n"
-" );\n"
-"\n"
-" return apply_fog( diffuse * total_light, fdist );\n"
+" ivec3 coord = ivec3( cube_coord );\n"
+" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
+"\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.x,\n"
+" halfview, aWorldCo, wnormal ) \n"
+" * board_shadow;\n"
+" total_light += \n"
+" scene_calculate_packed_light_patch( index_sample.y,\n"
+" halfview, aWorldCo, wnormal )\n"
+" * board_shadow;\n"
+"\n"
+" vec3 fog_colour = scene_sky( -halfview, world );\n"
+" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
"}\n"
"\n"
-"#line 16 0 \n"
+"#line 10 0 \n"
"#line 1 2 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 17 0 \n"
+"#line 11 0 \n"
"\n"
"void main()\n"
"{\n"
static GLuint _uniform_scene_terrain_uBlendOffset;
static GLuint _uniform_scene_terrain_uBoard0;
static GLuint _uniform_scene_terrain_uBoard1;
+static GLuint _uniform_scene_terrain_uLightsArray;
+static GLuint _uniform_scene_terrain_uLightsIndex;
static GLuint _uniform_scene_terrain_g_world_depth;
static void shader_scene_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(float*)m);
_uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" );
_uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" );
_uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" );
+ _uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" );
+ _uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );
_uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" );
}
#endif /* SHADER_scene_terrain_H */