bvh interface and high perf gate
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 42e87aa62a98397ac40339c4c8503fa48b2943bf..0e22487735ffd46a0fa56fe2246f479faabb1653 100644 (file)
@@ -41,6 +41,7 @@ static struct vg_shader _shader_terrain = {
 "\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
+"uniform vec3 uCamera;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -62,10 +63,17 @@ static struct vg_shader _shader_terrain = {
 "   vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
 "   vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
 "   \n"
+"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
 "   vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n"
-"   float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n"
-"\n"
-"   FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n"
+"   float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);\n"
+"   \n"
+"   qnorm = floor(aNorm*8.0)*0.125;\n"
+"   vec3 viewdelta = normalize( uCamera - aCo );\n"
+"   vec3 specdir = reflect( -lightdir, qnorm );\n"
+"   float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
+"   \n"
+"   diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;\n"
+"   FragColor = vec4(diffuse+spec, 1.0);\n"
 "}\n"
 ""},
 };
@@ -74,6 +82,7 @@ static GLuint _uniform_terrain_uPv;
 static GLuint _uniform_terrain_uMdl;
 static GLuint _uniform_terrain_uTexGarbage;
 static GLuint _uniform_terrain_uTexGradients;
+static GLuint _uniform_terrain_uCamera;
 static void shader_terrain_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
 }
@@ -86,6 +95,9 @@ static void shader_terrain_uTexGarbage(int 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_register(void){
    vg_shader_register( &_shader_terrain );
 }
@@ -95,5 +107,6 @@ static void shader_terrain_link(void){
    _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
    _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
    _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
+   _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
 }
 #endif /* SHADER_terrain_H */