add glider&orphan data to replay
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water_fast.h
index 6c4e30e32449c157986fed7132b08e695982dc3f..ac987dd5204c6f15feb79c77bc4d6fff46469757 100644 (file)
@@ -75,6 +75,11 @@ static struct vg_shader _shader_scene_water_fast = {
 "\n"
 "#line       1        1 \n"
 "// :D\n"
+"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
+"\n"
+"#line     13        0 \n"
+"#line       1        2 \n"
+"// :D\n"
 "\n"
 "in vec2 aUv;\n"
 "in vec4 aNorm;\n"
@@ -100,9 +105,12 @@ static struct vg_shader _shader_scene_water_fast = {
 "   vec4 g_sunset_ambient;\n"
 "   vec4 g_sun_colour;\n"
 "   vec4 g_sun_dir;\n"
+"   vec4 g_board_0;\n"
+"   vec4 g_board_1;\n"
 "\n"
 "   float g_water_fog;\n"
 "   float g_time;\n"
+"   float g_realtime;\n"
 "   float g_shadow_length;\n"
 "   float g_shadow_spread;\n"
 "\n"
@@ -130,7 +138,7 @@ static struct vg_shader _shader_scene_water_fast = {
 "//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"
@@ -142,6 +150,37 @@ static struct vg_shader _shader_scene_water_fast = {
 "//   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"
@@ -176,8 +215,19 @@ static struct vg_shader _shader_scene_water_fast = {
 "         \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"
+"   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;\n"
+"   vec3 composite   = sky_colour + sun_colour + star*star_blend;\n"
 "   return composite;\n"
 "}\n"
 "\n"
@@ -189,8 +239,9 @@ static struct vg_shader _shader_scene_water_fast = {
 "                               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"
@@ -199,7 +250,7 @@ static struct vg_shader _shader_scene_water_fast = {
 "   return ambient + (light_sun + sky_reflection) * shadow;\n"
 "}\n"
 "\n"
-"#line     41        0 \n"
+"#line     44        0 \n"
 "\n"
 "float world_depth_sample( vec3 pos )\n"
 "{\n"
@@ -209,24 +260,19 @@ static struct vg_shader _shader_scene_water_fast = {
 "\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"
+"   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"
@@ -234,15 +280,15 @@ static struct vg_shader _shader_scene_water_fast = {
 "   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"
@@ -253,19 +299,11 @@ static struct vg_shader _shader_scene_water_fast = {
 "   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"
@@ -279,18 +317,18 @@ static struct vg_shader _shader_scene_water_fast = {
 "   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"
 "\n"
-"   if( light_dir.w < 0.999999 )\n"
-"   {\n"
+"   if( light_dir.w < 0.999999 ){\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"
+"   return light_colour.rgb * attenuation * falloff \n"
+"            * step( g_day_phase, light_colour.w );\n"
 "}\n"
 "\n"
 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
@@ -300,20 +338,17 @@ static struct vg_shader _shader_scene_water_fast = {
 "\n"
 "   vec3 l = vec3(0.0);\n"
 "\n"
-"   if( light_count >= 1u )\n"
-"   {\n"
+"   if( light_count >= 1u ){\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"
+"      if( light_count >= 2u ){\n"
 "         l += scene_calculate_light( index_1, halfview, co, normal );\n"
 "\n"
-"         if( light_count >= 3u )\n"
-"         {\n"
+"         if( light_count >= 3u ){\n"
 "            l += scene_calculate_light( index_2, halfview, co, normal );\n"
 "         }\n"
 "      }\n"
@@ -333,8 +368,8 @@ static struct vg_shader _shader_scene_water_fast = {
 "   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"
@@ -398,7 +433,8 @@ static struct vg_shader _shader_scene_water_fast = {
 "float compute_board_shadow()\n"
 "{\n"
 "   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
+"                                                      g_board_1.xyz )-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"
@@ -410,8 +446,8 @@ static struct vg_shader _shader_scene_water_fast = {
 "   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
 "}\n"
 "\n"
-"#line     13        0 \n"
-"#line       1        2 \n"
+"#line     14        0 \n"
+"#line       1        3 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
 "#line      2        0 \n"
@@ -430,7 +466,7 @@ static struct vg_shader _shader_scene_water_fast = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     14        0 \n"
+"#line     15        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
 "{\n"
@@ -474,6 +510,7 @@ static struct vg_shader _shader_scene_water_fast = {
 "   vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
 "   vsurface.a -= fdist;\n"
 "   oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
+"   oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
 "}\n"
 ""},
 };