surface props
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / standard.h
index cf98fb0765d652ea5be57e6b44efb6bf386fe7ab..ac052b0d935f5e4042e1dff2b5be57a8162e7c71 100644 (file)
@@ -44,42 +44,172 @@ static struct vg_shader _shader_standard = {
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
+"uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexMain;\n"
-"uniform vec4 uColour;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\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     15        0 \n"
 "\n"
 "void main()\n"
 "{\n"
-"   vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
-"   float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));\n"
-"   float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));\n"
-"   diffuse += vec3(0.2,0.2,0.2) +\n"
-"             vec3(1.0,1.0,0.9)*light1 + \n"
-"             vec3(0.1,0.3,0.4)*light2;\n"
-"   FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);\n"
+"   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+"   vec4 vsamplemain = texture( uTexMain, aUv );\n"
+"   vec3 qnorm = normalize(aNorm);\n"
+"\n"
+"   vfrag = vsamplemain.rgb;\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_standard_uMdl;
 static GLuint _uniform_standard_uPv;
+static GLuint _uniform_standard_uTexGarbage;
 static GLuint _uniform_standard_uTexMain;
-static GLuint _uniform_standard_uColour;
+static GLuint _uniform_standard_uCamera;
+static GLuint _uniform_standard_uPlane;
+static GLuint _uniform_standard_g_world_depth;
 static void shader_standard_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m );
 }
 static void shader_standard_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
 }
+static void shader_standard_uTexGarbage(int i){
+   glUniform1i( _uniform_standard_uTexGarbage, i );
+}
 static void shader_standard_uTexMain(int i){
    glUniform1i( _uniform_standard_uTexMain, i );
 }
-static void shader_standard_uColour(v4f v){
-   glUniform4fv( _uniform_standard_uColour, 1, v );
+static void shader_standard_uCamera(v3f v){
+   glUniform3fv( _uniform_standard_uCamera, 1, v );
+}
+static void shader_standard_uPlane(v4f v){
+   glUniform4fv( _uniform_standard_uPlane, 1, v );
+}
+static void shader_standard_g_world_depth(int i){
+   glUniform1i( _uniform_standard_g_world_depth, i );
 }
 static void shader_standard_register(void){
    vg_shader_register( &_shader_standard );
@@ -88,7 +218,10 @@ static void shader_standard_use(void){ glUseProgram(_shader_standard.id); }
 static void shader_standard_link(void){
    _uniform_standard_uMdl = glGetUniformLocation( _shader_standard.id, "uMdl" );
    _uniform_standard_uPv = glGetUniformLocation( _shader_standard.id, "uPv" );
+   _uniform_standard_uTexGarbage = glGetUniformLocation( _shader_standard.id, "uTexGarbage" );
    _uniform_standard_uTexMain = glGetUniformLocation( _shader_standard.id, "uTexMain" );
-   _uniform_standard_uColour = glGetUniformLocation( _shader_standard.id, "uColour" );
+   _uniform_standard_uCamera = glGetUniformLocation( _shader_standard.id, "uCamera" );
+   _uniform_standard_uPlane = glGetUniformLocation( _shader_standard.id, "uPlane" );
+   _uniform_standard_g_world_depth = glGetUniformLocation( _shader_standard.id, "g_world_depth" );
 }
 #endif /* SHADER_standard_H */