df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / viewchar.h
index 551804a44be99347a4b4df781e7401088338f07a..53f073a2c6a5fd53ee4b7113ce91279a90626017 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_viewchar = {
    .link = shader_viewchar_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard_skinned.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -17,8 +16,30 @@ static struct vg_shader _shader_viewchar = {
 "layout (location=5) in ivec4 a_groups;\n"
 "\n"
 "#line      2        0 \n"
+"#line       1        2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+"   // This magically solves some artifacting errors!\n"
+"   //\n"
+"   vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\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"
+"\n"
+"// TODO: Send a previous transform matrix stack\n"
+"//\n"
 "uniform mat4x3 uTransforms[32];\n"
 "\n"
 "out vec4 aColour;\n"
@@ -46,16 +67,19 @@ static struct vg_shader _shader_viewchar = {
 "   aNorm = world_normal;\n"
 "   aCo = a_co;\n"
 "   aWorldCo = world_pos;\n"
+"\n"
+"   // TODO:\n"
+"   aMotionVec0 = vec3(1.0);\n"
+"   aMotionVec1 = vec3(1.0);\n"
 "}\n"
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/viewchar.fs",
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexMain;\n"
 "uniform vec3 uCamera;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -64,6 +88,8 @@ static struct vg_shader _shader_viewchar = {
 "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"
@@ -75,6 +101,7 @@ static struct vg_shader _shader_viewchar = {
 "   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"
@@ -137,8 +164,23 @@ static struct vg_shader _shader_viewchar = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
+"// FIXME\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+"  vec3 pa = p - a;\n"
+"  vec3 ba = b - a;\n"
+"\n"
+"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+"  return length( pa - ba*h );\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"
@@ -152,6 +194,13 @@ static struct vg_shader _shader_viewchar = {
 "   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"
+"\n"
+"   // player shadow\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+"   famt = max( player_shadow*0.6, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
@@ -162,24 +211,48 @@ static struct vg_shader _shader_viewchar = {
 "}\n"
 "\n"
 "#line     13        0 \n"
+"#line       1        2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line      2        0 \n"
+"\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"
+"\n"
+"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line     14        0 \n"
 "\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
 "\n"
 "   // Lighting\n"
 "   vec3 halfview = uCamera - aWorldCo;\n"
 "   float fdist = length( halfview );\n"
 "   halfview /= fdist;\n"
+"   fdist -= 0.08;\n"
 "\n"
-"   vfrag = do_light_diffuse( vfrag, aNorm );\n"
-"   vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n"
+"   vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n"
+"\n"
+"   vfrag = mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5 );\n"
+"   //vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n"
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   float opacity = clamp( fdist, 0.1, 1.0 );\n"
-"\n"
-"   FragColor = vec4(vfrag,opacity);\n"
+"   float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n"
+"   oColour = vec4(vfrag,opacity);\n"
 "}\n"
 ""},
 };
@@ -188,18 +261,26 @@ static GLuint _uniform_viewchar_uPv;
 static GLuint _uniform_viewchar_uTransforms;
 static GLuint _uniform_viewchar_uTexMain;
 static GLuint _uniform_viewchar_uCamera;
+static GLuint _uniform_viewchar_uBoard0;
+static GLuint _uniform_viewchar_uBoard1;
 static GLuint _uniform_viewchar_g_world_depth;
 static void shader_viewchar_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_viewchar_uTexMain(int i){
-   glUniform1i( _uniform_viewchar_uTexMain, i );
+   glUniform1i(_uniform_viewchar_uTexMain,i);
 }
 static void shader_viewchar_uCamera(v3f v){
-   glUniform3fv( _uniform_viewchar_uCamera, 1, v );
+   glUniform3fv(_uniform_viewchar_uCamera,1,v);
+}
+static void shader_viewchar_uBoard0(v3f v){
+   glUniform3fv(_uniform_viewchar_uBoard0,1,v);
+}
+static void shader_viewchar_uBoard1(v3f v){
+   glUniform3fv(_uniform_viewchar_uBoard1,1,v);
 }
 static void shader_viewchar_g_world_depth(int i){
-   glUniform1i( _uniform_viewchar_g_world_depth, i );
+   glUniform1i(_uniform_viewchar_g_world_depth,i);
 }
 static void shader_viewchar_register(void){
    vg_shader_register( &_shader_viewchar );
@@ -210,6 +291,8 @@ static void shader_viewchar_link(void){
    _uniform_viewchar_uTransforms = glGetUniformLocation( _shader_viewchar.id, "uTransforms" );
    _uniform_viewchar_uTexMain = glGetUniformLocation( _shader_viewchar.id, "uTexMain" );
    _uniform_viewchar_uCamera = glGetUniformLocation( _shader_viewchar.id, "uCamera" );
+   _uniform_viewchar_uBoard0 = glGetUniformLocation( _shader_viewchar.id, "uBoard0" );
+   _uniform_viewchar_uBoard1 = glGetUniformLocation( _shader_viewchar.id, "uBoard1" );
    _uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" );
 }
 #endif /* SHADER_viewchar_H */