.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 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"
""},
.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"
+" 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"
+"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"
+" 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 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"
" 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 = floor(aNorm*4.0+modnorm) * 0.25;\n"
-"\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"
+" \n"
+" // Patch local noise\n"
" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
+" // Colour blending\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"
+" 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"
-" diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;\n"
-" FragColor = vec4(diffuse+spec, 1.0);\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_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);
}
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 */