stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 42e87aa62a98397ac40339c4c8503fa48b2943bf..983e0ba350b100f4b82ebdd68268547639a6d213 100644 (file)
@@ -41,31 +41,55 @@ static struct vg_shader _shader_terrain = {
 "\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
+"uniform vec3 uCamera;\n"
+"uniform vec4 uPlane;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
 "in vec3 aNorm;\n"
 "in vec3 aCo;\n"
 "\n"
+"float water_depth( vec3 pos, vec3 dir, vec4 plane )\n"
+"{\n"
+"   float d = dot( plane.xyz, dir );\n"
+"   float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
+"   return t*0.05;\n"
+"}\n"
+"\n"
 "void main()\n"
 "{\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);\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"
+"   float amtsand = min(max((aCo.y + 90.0) * -0.08,0.0)*qnorm.y,1.0);\n"
 "   vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
 "   vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
-"   \n"
+"   diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n"
+"\n"
+"   // Lighting\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"
+"   float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n"
+"   diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"
+"   \n"
+"   // Specular lighting\n"
+"   vec3 halfview = normalize( uCamera - aCo );\n"
+"   vec3 specdir = reflect( -lightdir, qnorm );\n"
+"   float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
+"   diffuse += spec * vec3(1.0,0.8,0.8);\n"
 "\n"
-"   FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n"
+"   FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n"
 "}\n"
 ""},
 };
@@ -74,6 +98,8 @@ 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 GLuint _uniform_terrain_uPlane;
 static void shader_terrain_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
 }
@@ -86,6 +112,12 @@ 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_uPlane(v4f v){
+   glUniform4fv( _uniform_terrain_uPlane, 1, v );
+}
 static void shader_terrain_register(void){
    vg_shader_register( &_shader_terrain );
 }
@@ -95,5 +127,7 @@ 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" );
+   _uniform_terrain_uPlane = glGetUniformLocation( _shader_terrain.id, "uPlane" );
 }
 #endif /* SHADER_terrain_H */