df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index e10d371293468abb2aac8c0a1f86729803cb5803..09258e744221022a5961ee9b753ea18756b3f796 100644 (file)
@@ -7,33 +7,316 @@ static struct vg_shader _shader_terrain = {
    .link = shader_terrain_link,
    .vs = 
 {
-.orig_file = "../shaders/terrain.vs",
 .static_src = 
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\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"
+"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"
+"\n"
+"#line      3        0 \n"
+"\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"
+"   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"
+"   aCo = a_co;\n"
 "}\n"
 ""},
    .fs = 
 {
-.orig_file = "../shaders/terrain.fs",
 .static_src = 
-"// Nothing\n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexGradients;\n"
+"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"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
+"\n"
+"#line       1        1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\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"
+"   int g_shadow_samples;\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"
+"// 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"
+"   {\n"
+"      return vfrag;\n"
+"   }\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"
+"\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"
+"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     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"
+"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"
+"\n"
+"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line     17        0 \n"
+"\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
+"   // Colour\n"
+"   // ------\n"
+"   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
+"\n"
+"   // ws modulation\n"
+"   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\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"
+"   vec2 dir = normalize(qnorm.xz);\n"
+"   vec2 uvdiffuse = aCo.xz * 0.02;\n"
+"   uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
+"   \n"
+"   // Patch local noise\n"
+"   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
 "\n"
+"   // Colour blending\n"
+"   float amtgrass = step(qnorm.y,0.6);\n"
+"   float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
+"   vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
+"   vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
+"   vfrag = mix( vfrag, uSandColour, amtsand );\n"
+"\n"
+"   qnorm = mix( qnorm, aNorm, amtsand );\n"
+"   \n"
+"   if( g_light_preview == 1 )\n"
+"   {\n"
+"      vfrag = vec3(0.5);\n"
+"   }\n"
+"\n"
+"   // Lighting\n"
+"   vec3 halfview = uCamera - aCo;\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"
+"   oColour = vec4(vfrag, 1.0 );\n"
 "}\n"
 ""},
 };
 
 static GLuint _uniform_terrain_uMdl;
+static GLuint _uniform_terrain_uPv;
+static GLuint _uniform_terrain_uPvmPrev;
+static GLuint _uniform_terrain_uTexGarbage;
+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 );
+   glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_terrain_uPv(m4x4f m){
+   glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_terrain_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_terrain_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_terrain_uTexGarbage(int i){
+   glUniform1i(_uniform_terrain_uTexGarbage,i);
+}
+static void shader_terrain_uTexGradients(int i){
+   glUniform1i(_uniform_terrain_uTexGradients,i);
+}
+static void shader_terrain_uCamera(v3f v){
+   glUniform3fv(_uniform_terrain_uCamera,1,v);
+}
+static void shader_terrain_uSandColour(v3f v){
+   glUniform3fv(_uniform_terrain_uSandColour,1,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);
 }
 static void shader_terrain_register(void){
    vg_shader_register( &_shader_terrain );
@@ -41,5 +324,15 @@ static void shader_terrain_register(void){
 static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
 static void shader_terrain_link(void){
    _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
+   _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
+   _uniform_terrain_uPvmPrev = glGetUniformLocation( _shader_terrain.id, "uPvmPrev" );
+   _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
+   _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
+   _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 */