framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 436ca1fc06559333cc88d454a6fe48c9838e21bc..460ba9e5d02392e2ad3a2e94ffef59132a13a1d5 100644 (file)
@@ -7,26 +7,47 @@ static struct vg_shader _shader_terrain = {
    .link = shader_terrain_link,
    .vs = 
 {
-.orig_file = "../shaders/standard.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"
+"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"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line      3        0 \n"
 "\n"
-"uniform mat4 uPv;\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"
-"   gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\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"
@@ -35,20 +56,22 @@ static struct vg_shader _shader_terrain = {
 ""},
    .fs = 
 {
-.orig_file = "../shaders/terrain.fs",
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
 "uniform vec3 uCamera;\n"
+"uniform vec3 uSandColour;\n"
+"uniform vec2 uBlendOffset;\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"
@@ -60,6 +83,7 @@ static struct vg_shader _shader_terrain = {
 "   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"
@@ -101,7 +125,7 @@ static struct vg_shader _shader_terrain = {
 "\n"
 "float shadow_sample( vec3 vdir )\n"
 "{\n"
-"   vec3 sample_pos = aCo + vdir;\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"
@@ -124,6 +148,11 @@ static struct vg_shader _shader_terrain = {
 "\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"
@@ -146,10 +175,29 @@ static struct vg_shader _shader_terrain = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     13        0 \n"
+"#line     14        0 \n"
+"#line       1        2 \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"
+"   oMotionVec = vmotion1-vmotion0;\n"
+"}\n"
+"\n"
+"#line     15        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"
@@ -168,9 +216,9 @@ static struct vg_shader _shader_terrain = {
 "   // 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*0.5 + rgarbage.a*0.4, 0.0 );\n"
+"   vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
 "   vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
-"   vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n"
+"   vfrag = mix( vfrag, uSandColour, amtsand );\n"
 "\n"
 "   qnorm = mix( qnorm, aNorm, amtsand );\n"
 "   \n"
@@ -189,45 +237,60 @@ static struct vg_shader _shader_terrain = {
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   FragColor = vec4(vfrag, 1.0 );\n"
+"   oColour = vec4(vfrag, 1.0 );\n"
 "}\n"
 ""},
 };
 
-static GLuint _uniform_terrain_uPv;
 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_g_world_depth;
+static void shader_terrain_uMdl(m4x3f 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 );
+   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_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_terrain_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_terrain_uTexGarbage(int i){
-   glUniform1i( _uniform_terrain_uTexGarbage, i );
+   glUniform1i(_uniform_terrain_uTexGarbage,i);
 }
 static void shader_terrain_uTexGradients(int i){
-   glUniform1i( _uniform_terrain_uTexGradients, i );
+   glUniform1i(_uniform_terrain_uTexGradients,i);
 }
 static void shader_terrain_uCamera(v3f v){
-   glUniform3fv( _uniform_terrain_uCamera, 1, 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_g_world_depth(int i){
-   glUniform1i( _uniform_terrain_g_world_depth, i );
+   glUniform1i(_uniform_terrain_g_world_depth,i);
 }
 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_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_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
 }
 #endif /* SHADER_terrain_H */