reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / vblend.h
diff --git a/shaders/vblend.h b/shaders/vblend.h
new file mode 100644 (file)
index 0000000..26d7a51
--- /dev/null
@@ -0,0 +1,169 @@
+#ifndef SHADER_vblend_H
+#define SHADER_vblend_H
+static void shader_vblend_link(void);
+static void shader_vblend_register(void);
+static struct vg_shader _shader_vblend = {
+   .name = "vblend",
+   .link = shader_vblend_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"
+"\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"
+"   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/vblend.fs",
+.static_src = 
+"out vec4 FragColor;\n"
+"\n"
+"uniform sampler2D uTexGarbage;\n"
+"uniform sampler2D uTexGradients;\n"
+"uniform sampler2D uTexDepth;\n"
+"uniform vec4 uDepthBounds;\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*0.04;\n"
+"}\n"
+"\n"
+"float sample_height( vec3 pos )\n"
+"{\n"
+"   vec2 depth_coords = (pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
+"   return texture( uTexDepth, depth_coords ).r;\n"
+"}\n"
+"\n"
+"float create_shadowing( vec3 vdir )\n"
+"{\n"
+"   return clamp( sample_height( aCo+vdir ) - (aCo.y+vdir.y), 0.1, 0.2 )-0.1;\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+"   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n"
+"   \n"
+"   // Creating normal patches\n"
+"   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+"   vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
+"\n"
+"   vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
+"   vec3 tangent1 = cross(qnorm,tangent0);\n"
+"   vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
+"   \n"
+"   // Patch local noise\n"
+"   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+"\n"
+"   // Colour blending\n"
+"   float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n"
+"   vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
+"\n"
+"   vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
+"   diffuse -= rgarbage.a*0.04;\n"
+"\n"
+"   // Lighting\n"
+"   vec3 lightdir = normalize(vec3(0.5,0.5,-0.1));\n"
+"   vec3 shadow = vec3(0.27,0.25,0.34);\n"
+"   float light1 = dot( lightdir, aNorm )*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) * 0.3*rgarbage.r;\n"
+"   //diffuse += spec * vec3(1.0,0.8,0.8);\n"
+"\n"
+"   float faccum = 0.0;\n"
+"   vec3 offs = vec3(rgarbage.x, 0.0, rgarbage.z)*4.0;\n"
+"   faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6);\n"
+"   faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6);\n"
+"   faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6);\n"
+"   faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6);\n"
+"   faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6*1.5+offs);\n"
+"   faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6*1.5);\n"
+"   faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6*1.5-offs);\n"
+"   faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6*1.5);\n"
+"   diffuse = mix( diffuse, vec3(0.15,0.1,0.2), min(faccum*1.0,1.0));\n"
+"\n"
+"   FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_vblend_uPv;
+static GLuint _uniform_vblend_uMdl;
+static GLuint _uniform_vblend_uTexGarbage;
+static GLuint _uniform_vblend_uTexGradients;
+static GLuint _uniform_vblend_uTexDepth;
+static GLuint _uniform_vblend_uDepthBounds;
+static GLuint _uniform_vblend_uCamera;
+static GLuint _uniform_vblend_uPlane;
+static void shader_vblend_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_vblend_uMdl(m4x3f m){
+   glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_vblend_uTexGarbage(int i){
+   glUniform1i( _uniform_vblend_uTexGarbage, i );
+}
+static void shader_vblend_uTexGradients(int i){
+   glUniform1i( _uniform_vblend_uTexGradients, i );
+}
+static void shader_vblend_uTexDepth(int i){
+   glUniform1i( _uniform_vblend_uTexDepth, i );
+}
+static void shader_vblend_uDepthBounds(v4f v){
+   glUniform4fv( _uniform_vblend_uDepthBounds, 1, v );
+}
+static void shader_vblend_uCamera(v3f v){
+   glUniform3fv( _uniform_vblend_uCamera, 1, v );
+}
+static void shader_vblend_uPlane(v4f v){
+   glUniform4fv( _uniform_vblend_uPlane, 1, v );
+}
+static void shader_vblend_register(void){
+   vg_shader_register( &_shader_vblend );
+}
+static void shader_vblend_use(void){ glUseProgram(_shader_vblend.id); }
+static void shader_vblend_link(void){
+   _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" );
+   _uniform_vblend_uMdl = glGetUniformLocation( _shader_vblend.id, "uMdl" );
+   _uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" );
+   _uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" );
+   _uniform_vblend_uTexDepth = glGetUniformLocation( _shader_vblend.id, "uTexDepth" );
+   _uniform_vblend_uDepthBounds = glGetUniformLocation( _shader_vblend.id, "uDepthBounds" );
+   _uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );
+   _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" );
+}
+#endif /* SHADER_vblend_H */