framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sky.h
index 55a2046ba92e1b85711138730201cd5eaf93387b..fa0546f5bbb5bce4648615118de2ccb9760b75ac 100644 (file)
@@ -7,26 +7,47 @@ static struct vg_shader _shader_sky = {
    .link = shader_sky_link,
    .vs = 
 {
-.orig_file = "../shaders/standard.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"
+"layout (location=2) in vec2 a_uv;\n"
+"layout (location=3) in vec4 a_colour;\n"
+"layout (location=4) in vec4 a_weights;\n"
+"layout (location=5) in ivec4 a_groups;\n"
 "\n"
 "#line      2        0 \n"
+"#line       1        2 \n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line      3        0 \n"
 "\n"
-"uniform mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\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"
-"   gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\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"
+"   aWorldCo = world_pos0;\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
 "   aNorm = mat3(uMdl) * a_norm;\n"
@@ -35,50 +56,95 @@ static struct vg_shader _shader_sky = {
 ""},
    .fs = 
 {
-.orig_file = "../shaders/sky.fs",
 .static_src = 
-"out vec4 FragColor;\n"
+"layout (location = 0) out vec4 oColour;\n"
 "\n"
 "uniform vec4 uColour;\n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform float uTime;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
 "in vec3 aNorm;\n"
 "in vec3 aCo;\n"
 "\n"
+"#line       1        1 \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"
+"   oMotionVec = vmotion1-vmotion0;\n"
+"}\n"
+"\n"
+"#line     13        0 \n"
+"\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
-"   float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n"
-"   float fblend = pow(fintensity,6.0) * angle;\n"
-"   vec3 horizon = vec3(0.9,0.9,0.8);\n"
-"   vec3 skycolour = vec3(0.4,0.5,0.8);\n"
+"   float fblend = pow(fintensity,4.0);\n"
+"   vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
+"   vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
 "   vec3 diffuse = mix( skycolour, horizon, fblend );\n"
 "\n"
-"   FragColor = vec4(diffuse,1.0);\n"
+"   float fmove = uTime * 0.004;\n"
+"   vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
+"   vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
+"   vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
+"\n"
+"   float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
+"   float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
+"\n"
+"   vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
+"   float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
+"\n"
+"   vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
+"   oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
 "}\n"
 ""},
 };
 
-static GLuint _uniform_sky_uPv;
 static GLuint _uniform_sky_uMdl;
+static GLuint _uniform_sky_uPv;
+static GLuint _uniform_sky_uPvmPrev;
 static GLuint _uniform_sky_uColour;
+static GLuint _uniform_sky_uTexGarbage;
+static GLuint _uniform_sky_uTime;
+static void shader_sky_uMdl(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
+}
 static void shader_sky_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
 }
-static void shader_sky_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+static void shader_sky_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_sky_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_sky_uColour(v4f v){
-   glUniform4fv( _uniform_sky_uColour, 1, v );
+   glUniform4fv(_uniform_sky_uColour,1,v);
+}
+static void shader_sky_uTexGarbage(int i){
+   glUniform1i(_uniform_sky_uTexGarbage,i);
+}
+static void shader_sky_uTime(float f){
+   glUniform1f(_uniform_sky_uTime,f);
 }
 static void shader_sky_register(void){
    vg_shader_register( &_shader_sky );
 }
 static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
 static void shader_sky_link(void){
-   _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
    _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
+   _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
+   _uniform_sky_uPvmPrev = glGetUniformLocation( _shader_sky.id, "uPvmPrev" );
    _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
+   _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
+   _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );
 }
 #endif /* SHADER_sky_H */