sfd
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scoretext.h
diff --git a/shaders/scoretext.h b/shaders/scoretext.h
new file mode 100644 (file)
index 0000000..304715c
--- /dev/null
@@ -0,0 +1,260 @@
+#ifndef SHADER_scoretext_H
+#define SHADER_scoretext_H
+static void shader_scoretext_link(void);
+static void shader_scoretext_register(void);
+static struct vg_shader _shader_scoretext = {
+   .name = "scoretext",
+   .link = shader_scoretext_link,
+   .vs = 
+{
+.orig_file = "../shaders/scoretext.vs",
+.static_src = 
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\n"
+"layout (location=2) in vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"uniform mat4 uPv;\n"
+"uniform mat4x3 uMdl;\n"
+"\n"
+"uniform vec3 uInfo;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+"   float w = a_colour.g + fract(uInfo.z+0.5)-0.75;\n"
+"   float c = -cos(w*0.2);\n"
+"   float s = -sin(w*0.2);\n"
+"   float r = 0.2;\n"
+"\n"
+"   float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) *(3.14159265*0.5);\n"
+"   float c1 = cos(w1);\n"
+"   float s1 = sin(w1);\n"
+"\n"
+"   float yoff = step(0.01,fract(uInfo.z))*-0.5;\n"
+"\n"
+"   mat4x3 mlocal;\n"
+"   mlocal[0] = vec3(c1, s1,0.0);\n"
+"   mlocal[1] = vec3(-s1,c1,0.0);\n"
+"   mlocal[2] = vec3(0.0,0.0,1.0);\n"
+"   mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
+"\n"
+"   vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);\n"
+"   gl_Position = uPv * vec4( world_pos, 1.0 );\n"
+"   aColour = a_colour;\n"
+"   aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
+"   aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;\n"
+"   aCo = a_co;\n"
+"   aWorldCo = world_pos;\n"
+"}\n"
+""},
+   .fs = 
+{
+.orig_file = "../shaders/vblend.fs",
+.static_src = 
+"out vec4 FragColor;\n"
+"\n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexGradients;\n"
+"uniform vec3 uCamera;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"\n"
+"#line       1        1 \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"
+"};\n"
+"\n"
+"uniform sampler2D g_world_depth;\n"
+"\n"
+"// Standard diffuse + spec models\n"
+"// ==============================\n"
+"\n"
+"vec3 do_light_diffuse( vec3 vfrag, 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 vfrag * vtotal;\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, 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 vfrag + vcolour*spec*fintensity;\n"
+"}\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"
+"vec3 do_light_shadowing_old( vec3 vfrag )\n"
+"{\n"
+"   float faccum = 0.0;\n"
+"   faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n"
+"   faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n"
+"   faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n"
+"   faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n"
+"   faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n"
+"   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
+"}\n"
+"\n"
+"vec3 do_light_shadowing( vec3 vfrag )\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"
+"   return mix( vfrag, g_ambient_colour.rgb, famt );\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"
+"#line     14        0 \n"
+"\n"
+"void main()\n"
+"{\n"
+"   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+"\n"
+"   // ws modulation\n"
+"   vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
+"   \n"
+"   // Creating normal patches\n"
+"   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+"   vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
+"\n"
+"   vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
+"   vec3 tangent1 = cross(qnorm,tangent0);\n"
+"   vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
+"   \n"
+"   // Patch local noise\n"
+"   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
+"   // Colour blending\n"
+"   float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n"
+"   vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
+"\n"
+"   vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
+"   vfrag -= rgarbage.a*0.04;\n"
+"\n"
+"   if( g_light_preview == 1 )\n"
+"   {\n"
+"      vfrag = vec3(0.5);\n"
+"   }\n"
+"\n"
+"   // Lighting\n"
+"   vec3 halfview = uCamera - aWorldCo;\n"
+"   float fdist = length( halfview );\n"
+"   halfview /= fdist;\n"
+"\n"
+"   vfrag = do_light_diffuse( vfrag, qnorm );\n"
+"   vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
+"   vfrag = do_light_shadowing( vfrag );\n"
+"   vfrag = apply_fog( vfrag, fdist );\n"
+"\n"
+"   FragColor = vec4(vfrag, 1.0 );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_scoretext_uPv;
+static GLuint _uniform_scoretext_uMdl;
+static GLuint _uniform_scoretext_uInfo;
+static GLuint _uniform_scoretext_uTexGarbage;
+static GLuint _uniform_scoretext_uTexGradients;
+static GLuint _uniform_scoretext_uCamera;
+static GLuint _uniform_scoretext_g_world_depth;
+static void shader_scoretext_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_scoretext_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_scoretext_uMdl(m4x3f m){
+   glUniformMatrix4x3fv( _uniform_scoretext_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_scoretext_uInfo(v3f v){
+   glUniform3fv( _uniform_scoretext_uInfo, 1, v );
+}
+static void shader_scoretext_uTexGarbage(int i){
+   glUniform1i( _uniform_scoretext_uTexGarbage, i );
+}
+static void shader_scoretext_uTexGradients(int i){
+   glUniform1i( _uniform_scoretext_uTexGradients, i );
+}
+static void shader_scoretext_uCamera(v3f v){
+   glUniform3fv( _uniform_scoretext_uCamera, 1, v );
+}
+static void shader_scoretext_g_world_depth(int i){
+   glUniform1i( _uniform_scoretext_g_world_depth, i );
+}
+static void shader_scoretext_register(void){
+   vg_shader_register( &_shader_scoretext );
+}
+static void shader_scoretext_use(void){ glUseProgram(_shader_scoretext.id); }
+static void shader_scoretext_link(void){
+   _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" );
+   _uniform_scoretext_uMdl = glGetUniformLocation( _shader_scoretext.id, "uMdl" );
+   _uniform_scoretext_uInfo = glGetUniformLocation( _shader_scoretext.id, "uInfo" );
+   _uniform_scoretext_uTexGarbage = glGetUniformLocation( _shader_scoretext.id, "uTexGarbage" );
+   _uniform_scoretext_uTexGradients = glGetUniformLocation( _shader_scoretext.id, "uTexGradients" );
+   _uniform_scoretext_uCamera = glGetUniformLocation( _shader_scoretext.id, "uCamera" );
+   _uniform_scoretext_g_world_depth = glGetUniformLocation( _shader_scoretext.id, "g_world_depth" );
+}
+#endif /* SHADER_scoretext_H */