framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index 13a718f2eb2102bccefc8b83d2ad6a8d78ef4dd0..109f29dd5b11af7e38650924563de1689cb5719b 100644 (file)
@@ -7,17 +7,30 @@ static struct vg_shader _shader_water = {
    .link = shader_water_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=2) in vec4 a_colour;\n"
-"layout (location=3) in vec2 a_uv;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"layout (location=3) in vec4 a_colour;\n"
+"layout (location=4) in vec4 a_weights;\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 mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
@@ -27,21 +40,23 @@ static struct vg_shader _shader_water = {
 "\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/water.fs",
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexMain;\n"
 "uniform sampler2D uTexDudv;\n"
 "uniform sampler2D uTexBack;\n"
@@ -51,6 +66,9 @@ static struct vg_shader _shader_water = {
 "uniform vec3 uCamera;\n"
 "uniform float uSurfaceY;\n"
 "\n"
+"uniform vec3 uShoreColour;\n"
+"uniform vec3 uOceanColour;\n"
+"\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
 "in vec3 aNorm;\n"
@@ -58,6 +76,8 @@ static struct vg_shader _shader_water = {
 "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"
@@ -69,6 +89,7 @@ static struct vg_shader _shader_water = {
 "   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"
@@ -133,6 +154,11 @@ static struct vg_shader _shader_water = {
 "\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"
@@ -155,14 +181,27 @@ static struct vg_shader _shader_water = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     19        0 \n"
+"#line     20        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     21        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
 "      vec4 beneath, vec4 above )\n"
 "{\n"
-"   vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
-"   vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
-"   vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
+"   vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
 "\n"
 "   float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
 "\n"
@@ -182,6 +221,8 @@ static struct vg_shader _shader_water = {
 "\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   // Create texture coords\n"
 "   vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
 "   \n"
@@ -213,13 +254,14 @@ static struct vg_shader _shader_water = {
 "   // Composite\n"
 "   vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
 "   vsurface.a -= fdist;\n"
-"   FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
+"   oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
 "}\n"
 ""},
 };
 
-static GLuint _uniform_water_uPv;
 static GLuint _uniform_water_uMdl;
+static GLuint _uniform_water_uPv;
+static GLuint _uniform_water_uPvmPrev;
 static GLuint _uniform_water_uTexMain;
 static GLuint _uniform_water_uTexDudv;
 static GLuint _uniform_water_uTexBack;
@@ -227,44 +269,56 @@ static GLuint _uniform_water_uInvRes;
 static GLuint _uniform_water_uTime;
 static GLuint _uniform_water_uCamera;
 static GLuint _uniform_water_uSurfaceY;
+static GLuint _uniform_water_uShoreColour;
+static GLuint _uniform_water_uOceanColour;
 static GLuint _uniform_water_g_world_depth;
+static void shader_water_uMdl(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m);
+}
 static void shader_water_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)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_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_water_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_water_uTexMain(int i){
-   glUniform1i( _uniform_water_uTexMain, i );
+   glUniform1i(_uniform_water_uTexMain,i);
 }
 static void shader_water_uTexDudv(int i){
-   glUniform1i( _uniform_water_uTexDudv, i );
+   glUniform1i(_uniform_water_uTexDudv,i);
 }
 static void shader_water_uTexBack(int i){
-   glUniform1i( _uniform_water_uTexBack, i );
+   glUniform1i(_uniform_water_uTexBack,i);
 }
 static void shader_water_uInvRes(v2f v){
-   glUniform2fv( _uniform_water_uInvRes, 1, v );
+   glUniform2fv(_uniform_water_uInvRes,1,v);
 }
 static void shader_water_uTime(float f){
-   glUniform1f( _uniform_water_uTime, f );
+   glUniform1f(_uniform_water_uTime,f);
 }
 static void shader_water_uCamera(v3f v){
-   glUniform3fv( _uniform_water_uCamera, 1, v );
+   glUniform3fv(_uniform_water_uCamera,1,v);
 }
 static void shader_water_uSurfaceY(float f){
-   glUniform1f( _uniform_water_uSurfaceY, f );
+   glUniform1f(_uniform_water_uSurfaceY,f);
+}
+static void shader_water_uShoreColour(v3f v){
+   glUniform3fv(_uniform_water_uShoreColour,1,v);
+}
+static void shader_water_uOceanColour(v3f v){
+   glUniform3fv(_uniform_water_uOceanColour,1,v);
 }
 static void shader_water_g_world_depth(int i){
-   glUniform1i( _uniform_water_g_world_depth, i );
+   glUniform1i(_uniform_water_g_world_depth,i);
 }
 static void shader_water_register(void){
    vg_shader_register( &_shader_water );
 }
 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_uPv = glGetUniformLocation( _shader_water.id, "uPv" );
+   _uniform_water_uPvmPrev = glGetUniformLocation( _shader_water.id, "uPvmPrev" );
    _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
    _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
    _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
@@ -272,6 +326,8 @@ static void shader_water_link(void){
    _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_uShoreColour = glGetUniformLocation( _shader_water.id, "uShoreColour" );
+   _uniform_water_uOceanColour = glGetUniformLocation( _shader_water.id, "uOceanColour" );
    _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" );
 }
 #endif /* SHADER_water_H */