bvh interface and high perf gate
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index e10d371293468abb2aac8c0a1f86729803cb5803..0e22487735ffd46a0fa56fe2246f479faabb1653 100644 (file)
@@ -9,37 +9,104 @@ static struct vg_shader _shader_terrain = {
 {
 .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 vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"uniform mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
 "\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"\n"
 "void main()\n"
 "{\n"
-"\n"
+"   gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\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"
+"out vec4 FragColor;\n"
 "\n"
-"#line      2        0 \n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexGradients;\n"
+"uniform vec3 uCamera;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
 "\n"
 "void main()\n"
 "{\n"
+"   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
+"   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+"   vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;\n"
+"\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"
+"   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"   float amtgrass = step(qnorm.y,0.6);\n"
+"   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( 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"
 ""},
 };
 
+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 );
+}
 static void shader_terrain_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_terrain_uMdl, 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_register(void){
    vg_shader_register( &_shader_terrain );
 }
 static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
 static void shader_terrain_link(void){
+   _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
    _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 */