fix da bugs
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
diff --git a/shaders/scene_water.h b/shaders/scene_water.h
new file mode 100644 (file)
index 0000000..54eaff2
--- /dev/null
@@ -0,0 +1,425 @@
+#ifndef SHADER_scene_water_H
+#define SHADER_scene_water_H
+static void shader_scene_water_link(void);
+static void shader_scene_water_register(void);
+static struct vg_shader _shader_scene_water = {
+   .name = "scene_water",
+   .link = shader_scene_water_link,
+   .vs = 
+{
+.static_src = 
+"layout (location=0) in vec3  a_co;\n"
+"layout (location=1) in vec4  a_norm;\n"
+"layout (location=2) in vec2  a_uv;\n"
+"layout (location=3) in ivec4 a_lights;\n"
+"\n"
+"#line       1        1 \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      7        0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4   uPv;\n"
+"uniform mat4   uPvmPrev;\n"
+"\n"
+"out vec2 aUv;\n"
+"out vec4 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"flat out ivec4 aLights;\n"
+"\n"
+"void main()\n"
+"{\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"
+"\n"
+"   aUv = a_uv;\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"
+""},
+   .fs = 
+{
+.static_src = 
+"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexDudv;\n"
+"uniform sampler2D uTexBack;\n"
+"\n"
+"uniform vec2 uInvRes;\n"
+"uniform float uTime;\n"
+"uniform vec3 uCamera;\n"
+"uniform float uSurfaceY;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
+"\n"
+"uniform vec3 uShoreColour;\n"
+"uniform vec3 uOceanColour;\n"
+"\n"
+"in vec2 aUv;\n"
+"in vec4 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"flat in ivec4 aLights;\n"
+"\n"
+"#line       1        1 \n"
+"// :D\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"
+"   vec4 g_light_directions[3];\n"
+"   vec4 g_ambient_colour;\n"
+"\n"
+"   vec4 g_water_plane;\n"
+"   vec4 g_depth_bounds;\n"
+"   float g_water_fog;\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"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"float world_depth_sample( vec3 pos )\n"
+"{\n"
+"   vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
+"   return texture( g_world_depth, depth_coord ).r;\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"
+"\n"
+"   float fdelta = height_sample - sample_pos.y;\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 mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
+"}\n"
+"\n"
+"\n"
+"// New lighting model\n"
+"\n"
+"vec3 newlight_compute_ambient()\n"
+"{\n"
+"   return g_ambient_colour.rgb;\n"
+"}\n"
+"\n"
+"float newlight_compute_sun_shadow()\n"
+"{\n"
+"   if( g_shadow_samples == 0 )\n"
+"   {\n"
+"      return 1.0;\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"
+"\n"
+"   float famt = 0.0;\n"
+"   famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
+"   famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
+"   famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
+"   famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
+"   famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+"   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 )-0.1 );\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"
+"}\n"
+"\n"
+"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
+"{\n"
+"   vec3 vtotal = g_ambient_colour.rgb;\n"
+"\n"
+"   for( int i=0; i<g_light_count; i++ )\n"
+"   {\n"
+"      vec3 vcolour = g_light_colours[i].rgb;\n"
+"      vec3 vdir = g_light_directions[i].xyz;\n"
+"\n"
+"      float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
+"      vtotal += vcolour*flight;\n"
+"   }\n"
+"\n"
+"   return vtotal;\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+"   vec3 vcolour = g_light_colours[0].rgb;\n"
+"   vec3 vdir = g_light_directions[0].xyz;\n"
+"\n"
+"   vec3 specdir = reflect( -vdir, wnormal );\n"
+"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+"   return vcolour*spec*fintensity;\n"
+"}\n"
+"\n"
+"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n"
+"                                 vec3 light_pos, vec3 light_colour )\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"
+"}\n"
+"\n"
+"#line      4        0 \n"
+"\n"
+"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\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"
+"   \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"
+"}\n"
+"\n"
+"#line     22        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     23        0 \n"
+"\n"
+"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
+"                 vec4 beneath, vec4 above )\n"
+"{\n"
+"   vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
+"\n"
+"   float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
+"\n"
+"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
+"   vec3 specdir = reflect( -lightdir, vnorm );\n"
+"   float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
+"   \n"
+"   // Depth \n"
+"   float depthblend = pow( beneath.a,0.8 );\n"
+"\n"
+"   // Composite\n"
+"   vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
+"   //vsurface += spec;\n"
+"\n"
+"   return vec4( vsurface,depthblend );\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+"   compute_motion_vectors();\n"
+"\n"
+"   // Create texture coords\n"
+"   vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
+"   \n"
+"   // Surface colour composite\n"
+"   float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
+"\n"
+"   vec2 world_coord = aCo.xz * 0.008;\n"
+"   vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
+"   vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
+"   vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
+"\n"
+"   vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
+"   surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
+"   \n"
+"   // Foam\n"
+"   float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
+"   fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
+"\n"
+"   // Lighting\n"
+"   vec3 halfview = -normalize( aCo-uCamera );\n"
+"\n"
+"   // Sample textures\n"
+"   vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
+"   vec4 beneath = texture( uTexBack, ssuv );\n"
+"\n"
+"   // Fog\n"
+"   float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
+"\n"
+"   // Composite\n"
+"   vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
+"   vsurface.a -= fdist;\n"
+"   oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_scene_water_uMdl;
+static GLuint _uniform_scene_water_uPv;
+static GLuint _uniform_scene_water_uPvmPrev;
+static GLuint _uniform_scene_water_uTexMain;
+static GLuint _uniform_scene_water_uTexDudv;
+static GLuint _uniform_scene_water_uTexBack;
+static GLuint _uniform_scene_water_uInvRes;
+static GLuint _uniform_scene_water_uTime;
+static GLuint _uniform_scene_water_uCamera;
+static GLuint _uniform_scene_water_uSurfaceY;
+static GLuint _uniform_scene_water_uBoard0;
+static GLuint _uniform_scene_water_uBoard1;
+static GLuint _uniform_scene_water_uShoreColour;
+static GLuint _uniform_scene_water_uOceanColour;
+static GLuint _uniform_scene_water_g_world_depth;
+static void shader_scene_water_uMdl(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_water_uPv(m4x4f m){
+   glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_water_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_scene_water_uTexMain(int i){
+   glUniform1i(_uniform_scene_water_uTexMain,i);
+}
+static void shader_scene_water_uTexDudv(int i){
+   glUniform1i(_uniform_scene_water_uTexDudv,i);
+}
+static void shader_scene_water_uTexBack(int i){
+   glUniform1i(_uniform_scene_water_uTexBack,i);
+}
+static void shader_scene_water_uInvRes(v2f v){
+   glUniform2fv(_uniform_scene_water_uInvRes,1,v);
+}
+static void shader_scene_water_uTime(float f){
+   glUniform1f(_uniform_scene_water_uTime,f);
+}
+static void shader_scene_water_uCamera(v3f v){
+   glUniform3fv(_uniform_scene_water_uCamera,1,v);
+}
+static void shader_scene_water_uSurfaceY(float f){
+   glUniform1f(_uniform_scene_water_uSurfaceY,f);
+}
+static void shader_scene_water_uBoard0(v3f v){
+   glUniform3fv(_uniform_scene_water_uBoard0,1,v);
+}
+static void shader_scene_water_uBoard1(v3f v){
+   glUniform3fv(_uniform_scene_water_uBoard1,1,v);
+}
+static void shader_scene_water_uShoreColour(v3f v){
+   glUniform3fv(_uniform_scene_water_uShoreColour,1,v);
+}
+static void shader_scene_water_uOceanColour(v3f v){
+   glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
+}
+static void shader_scene_water_g_world_depth(int i){
+   glUniform1i(_uniform_scene_water_g_world_depth,i);
+}
+static void shader_scene_water_register(void){
+   vg_shader_register( &_shader_scene_water );
+}
+static void shader_scene_water_use(void){ glUseProgram(_shader_scene_water.id); }
+static void shader_scene_water_link(void){
+   _uniform_scene_water_uMdl = glGetUniformLocation( _shader_scene_water.id, "uMdl" );
+   _uniform_scene_water_uPv = glGetUniformLocation( _shader_scene_water.id, "uPv" );
+   _uniform_scene_water_uPvmPrev = glGetUniformLocation( _shader_scene_water.id, "uPvmPrev" );
+   _uniform_scene_water_uTexMain = glGetUniformLocation( _shader_scene_water.id, "uTexMain" );
+   _uniform_scene_water_uTexDudv = glGetUniformLocation( _shader_scene_water.id, "uTexDudv" );
+   _uniform_scene_water_uTexBack = glGetUniformLocation( _shader_scene_water.id, "uTexBack" );
+   _uniform_scene_water_uInvRes = glGetUniformLocation( _shader_scene_water.id, "uInvRes" );
+   _uniform_scene_water_uTime = glGetUniformLocation( _shader_scene_water.id, "uTime" );
+   _uniform_scene_water_uCamera = glGetUniformLocation( _shader_scene_water.id, "uCamera" );
+   _uniform_scene_water_uSurfaceY = glGetUniformLocation( _shader_scene_water.id, "uSurfaceY" );
+   _uniform_scene_water_uBoard0 = glGetUniformLocation( _shader_scene_water.id, "uBoard0" );
+   _uniform_scene_water_uBoard1 = glGetUniformLocation( _shader_scene_water.id, "uBoard1" );
+   _uniform_scene_water_uShoreColour = glGetUniformLocation( _shader_scene_water.id, "uShoreColour" );
+   _uniform_scene_water_uOceanColour = glGetUniformLocation( _shader_scene_water.id, "uOceanColour" );
+   _uniform_scene_water_g_world_depth = glGetUniformLocation( _shader_scene_water.id, "g_world_depth" );
+}
+#endif /* SHADER_scene_water_H */