df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 460ba9e5d02392e2ad3a2e94ffef59132a13a1d5..09258e744221022a5961ee9b753ea18756b3f796 100644 (file)
@@ -17,11 +17,19 @@ static struct vg_shader _shader_terrain = {
 "\n"
 "#line      2        0 \n"
 "#line       1        2 \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"
@@ -62,6 +70,8 @@ static struct vg_shader _shader_terrain = {
 "uniform vec3 uCamera;\n"
 "uniform vec3 uSandColour;\n"
 "uniform vec2 uBlendOffset;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -146,6 +156,16 @@ static struct vg_shader _shader_terrain = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
+"// FIXME\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 do_light_shadowing( vec3 vfrag )\n"
 "{\n"
 "   if( g_shadow_samples == 0 )\n"
@@ -166,6 +186,13 @@ static struct vg_shader _shader_terrain = {
 "   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 )-0.03 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+"   famt = max( player_shadow*0.6, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
@@ -175,8 +202,12 @@ static struct vg_shader _shader_terrain = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     14        0 \n"
+"#line     16        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"
@@ -187,10 +218,11 @@ static struct vg_shader _shader_terrain = {
 "   // Write motion vectors\n"
 "   vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
 "   vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-"   oMotionVec = vmotion1-vmotion0;\n"
+"\n"
+"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     15        0 \n"
+"#line     17        0 \n"
 "\n"
 "void main()\n"
 "{\n"
@@ -250,6 +282,8 @@ static GLuint _uniform_terrain_uTexGradients;
 static GLuint _uniform_terrain_uCamera;
 static GLuint _uniform_terrain_uSandColour;
 static GLuint _uniform_terrain_uBlendOffset;
+static GLuint _uniform_terrain_uBoard0;
+static GLuint _uniform_terrain_uBoard1;
 static GLuint _uniform_terrain_g_world_depth;
 static void shader_terrain_uMdl(m4x3f m){
    glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
@@ -275,6 +309,12 @@ static void shader_terrain_uSandColour(v3f v){
 static void shader_terrain_uBlendOffset(v2f v){
    glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
 }
+static void shader_terrain_uBoard0(v3f v){
+   glUniform3fv(_uniform_terrain_uBoard0,1,v);
+}
+static void shader_terrain_uBoard1(v3f v){
+   glUniform3fv(_uniform_terrain_uBoard1,1,v);
+}
 static void shader_terrain_g_world_depth(int i){
    glUniform1i(_uniform_terrain_g_world_depth,i);
 }
@@ -291,6 +331,8 @@ static void shader_terrain_link(void){
    _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
    _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
    _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
+   _uniform_terrain_uBoard0 = glGetUniformLocation( _shader_terrain.id, "uBoard0" );
+   _uniform_terrain_uBoard1 = glGetUniformLocation( _shader_terrain.id, "uBoard1" );
    _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
 }
 #endif /* SHADER_terrain_H */