reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index 995cdb8012adf7b69c119c254c098afa02f04c74..e9c08835bdb4794409a060e3f3beccd2ca96cba9 100644 (file)
@@ -7,7 +7,7 @@ static struct vg_shader _shader_water = {
    .link = shader_water_link,
    .vs = 
 {
-.orig_file = "../shaders/water.vs",
+.orig_file = "../shaders/standard.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -18,28 +18,102 @@ static struct vg_shader _shader_water = {
 "\n"
 "uniform mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
-"uniform vec4 uDepthBounds;\n"
 "\n"
-"out vec4 aUv;\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
 "out vec3 aCo;\n"
-"out float aDepth;\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"
-"\n"
-"   vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
-"   aUv = vec4(world_pos.xz*0.005,depth_coords);\n"
-"   aCo = world_pos;\n"
-"\n"
-"   aDepth = gl_Position.z;\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/water.fs",
 .static_src = 
+"out vec4 FragColor;\n"
+"\n"
+"uniform sampler2D uTexMain;\n"
+"uniform sampler2D uTexDudv;\n"
+"uniform sampler2D uTexBack;\n"
+"\n"
+"uniform vec2 uInvRes;\n"
+"uniform float uTime;\n"
+"uniform vec3 uCamera;\n"
+"uniform float uSurfaceY;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"#line       1        1 \n"
+"layout (std140) uniform ub_world_lighting\n"
+"{\n"
+"   vec3 g_directional;\n"
+"   vec3 g_sun_colour;\n"
+"   vec3 g_shadow_colour;\n"
+"   vec4 g_water_plane;\n"
+"   vec4 g_depth_bounds;\n"
+"   float g_water_fog;\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"
+"   float flight = dot( g_directional, wnormal )*0.5+0.5;\n"
+"   return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+"   vec3 specdir = reflect( -g_directional, wnormal );\n"
+"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+"   return vfrag + g_sun_colour*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 = aCo + 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( 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_shadow_colour, faccum );\n"
+"}\n"
+"\n"
+"\n"
+"#line     18        0 \n"
+"\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
 "      vec4 beneath, vec4 above )\n"
 "{\n"
@@ -63,35 +137,18 @@ static struct vg_shader _shader_water = {
 "   return vec4( vsurface,depthblend );\n"
 "}\n"
 "\n"
-"#line      2        0 \n"
-"\n"
-"out vec4 FragColor;\n"
-"\n"
-"uniform sampler2D uTexMain;\n"
-"uniform sampler2D uTexDudv;\n"
-"uniform sampler2D uTexDepth;\n"
-"uniform sampler2D uTexBack;\n"
-"\n"
-"uniform vec2 uInvRes;\n"
-"uniform float uTime;\n"
-"\n"
-"uniform vec3 uCamera;\n"
-"uniform float uSurfaceY;\n"
-"\n"
-"in vec4 aUv;\n"
-"in vec3 aCo;\n"
-"in float aDepth;\n"
-"\n"
 "void main()\n"
 "{\n"
 "   // Create texture coords\n"
 "   vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
 "   \n"
 "   // Surface colour composite\n"
-"   float depthvalue = texture( uTexDepth, aUv.zw ).r;\n"
+"   float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
 "\n"
-"   vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5;\n"
-"   vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-0.5;\n"
+"   vec2 world_coord = aCo.xz * 0.008;\n"
+"   vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
+"   vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
+"   vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
 "\n"
 "   vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
 "   surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
@@ -108,8 +165,6 @@ static struct vg_shader _shader_water = {
 "   vec4 beneath = texture( uTexBack, ssuv );\n"
 "\n"
 "   // Fog\n"
-"   //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 );\n"
-"   vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 );\n"
 "   float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
 "\n"
 "   // Composite\n"
@@ -122,33 +177,26 @@ static struct vg_shader _shader_water = {
 
 static GLuint _uniform_water_uPv;
 static GLuint _uniform_water_uMdl;
-static GLuint _uniform_water_uDepthBounds;
 static GLuint _uniform_water_uTexMain;
 static GLuint _uniform_water_uTexDudv;
-static GLuint _uniform_water_uTexDepth;
 static GLuint _uniform_water_uTexBack;
 static GLuint _uniform_water_uInvRes;
 static GLuint _uniform_water_uTime;
 static GLuint _uniform_water_uCamera;
 static GLuint _uniform_water_uSurfaceY;
+static GLuint _uniform_water_g_world_depth;
 static void shader_water_uPv(m4x4f m){
    glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
 }
 static void shader_water_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
 }
-static void shader_water_uDepthBounds(v4f v){
-   glUniform4fv( _uniform_water_uDepthBounds, 1, v );
-}
 static void shader_water_uTexMain(int i){
    glUniform1i( _uniform_water_uTexMain, i );
 }
 static void shader_water_uTexDudv(int i){
    glUniform1i( _uniform_water_uTexDudv, i );
 }
-static void shader_water_uTexDepth(int i){
-   glUniform1i( _uniform_water_uTexDepth, i );
-}
 static void shader_water_uTexBack(int i){
    glUniform1i( _uniform_water_uTexBack, i );
 }
@@ -164,6 +212,9 @@ static void shader_water_uCamera(v3f v){
 static void shader_water_uSurfaceY(float f){
    glUniform1f( _uniform_water_uSurfaceY, f );
 }
+static void shader_water_g_world_depth(int i){
+   glUniform1i( _uniform_water_g_world_depth, i );
+}
 static void shader_water_register(void){
    vg_shader_register( &_shader_water );
 }
@@ -171,14 +222,13 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); }
 static void shader_water_link(void){
    _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
    _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" );
-   _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" );
    _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
    _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
-   _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" );
    _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
    _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" );
    _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" );
    _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" );
    _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" );
+   _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );
 }
 #endif /* SHADER_water_H */