.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=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 mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"\n"
"void main()\n"
"{\n"
-" vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
-" gl_Position = uPv * vec4( world_pos, 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"
" aCo = a_co;\n"
-" aWorldCo = world_pos;\n"
"}\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 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"
" 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"
"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"
"\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"
" // 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"
" 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_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 );
+ 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_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_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_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */