add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index 67b07454cbb3eb7a22117bc0d51a49feba8c56de..109f29dd5b11af7e38650924563de1689cb5719b 100644 (file)
@@ -7,160 +7,327 @@ static struct vg_shader _shader_water = {
    .link = shader_water_link,
    .vs = 
 {
-.orig_file = "../shaders/water.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 vec4 uDepthBounds;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\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"
+"out vec3 aWorldCo;\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"
+"   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"
-"   vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n"
-"   aUv = vec4(world_pos.xz*0.01,depth_coords);\n"
-"   aCo = world_pos;\n"
+"   vs_motion_out( vproj0, vproj1 );\n"
 "\n"
-"   aDepth = gl_Position.z;\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"
 "}\n"
 ""},
    .fs = 
 {
-.orig_file = "../shaders/water.fs",
 .static_src = 
-"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"
+"uniform vec3 uShoreColour;\n"
+"uniform vec3 uOceanColour;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
 "in vec3 aCo;\n"
-"in float aDepth;\n"
+"in vec3 aWorldCo;\n"
 "\n"
-"void main()\n"
+"#line       1        1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
+"layout (std140) uniform ub_world_lighting\n"
 "{\n"
-"   // Reflected and warped texture\n"
-"   vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
+"   vec4 g_light_colours[3];\n"
+"   vec4 g_light_directions[3];\n"
+"   vec4 g_ambient_colour;\n"
+"\n"
+"   vec4 g_water_plane;\n"
+"   vec4 g_depth_bounds;\n"
+"   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"
+"\n"
+"// Standard diffuse + spec models\n"
+"// ==============================\n"
+"\n"
+"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n"
+"{\n"
+"   vec3 vtotal = g_ambient_colour.rgb;\n"
+"\n"
+"   for( int i=0; i<g_light_count; i++ )\n"
+"   {\n"
+"      vec3 vcolour = g_light_colours[i].rgb;\n"
+"      vec3 vdir = g_light_directions[i].xyz;\n"
+"\n"
+"      float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
+"      vtotal += vcolour*flight;\n"
+"   }\n"
+"\n"
+"   return vfrag * vtotal;\n"
+"}\n"
+"\n"
+"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n"
+"{\n"
+"   vec3 vcolour = g_light_colours[0].rgb;\n"
+"   vec3 vdir = g_light_directions[0].xyz;\n"
+"\n"
+"   vec3 specdir = reflect( -vdir, wnormal );\n"
+"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
+"   return vfrag + vcolour*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 = aWorldCo + 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_old( 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_ambient_colour.rgb, faccum );\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"
+"\n"
+"   float famt = 0.0;\n"
+"   famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
+"   famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
+"   famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
+"   famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
+"   famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+"   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"
+"   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
+"}\n"
+"\n"
+"vec3 apply_fog( vec3 vfrag, float fdist )\n"
+"{\n"
+"   float dist = pow(fdist*0.0008,1.2);\n"
+"   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
+"}\n"
+"\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"
-"   vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) );\n"
-"   vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) );\n"
-"   vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6;\n"
+"#line     21        0 \n"
+"\n"
+"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
+"      vec4 beneath, vec4 above )\n"
+"{\n"
+"   vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
+"\n"
+"   float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
+"\n"
+"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
+"   vec3 specdir = reflect( -lightdir, vnorm );\n"
+"   float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
+"   \n"
+"   // Depth \n"
+"   float depthblend = pow( beneath.a,0.8 );\n"
+"\n"
+"   // Composite\n"
+"   vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
+"   //vsurface += spec;\n"
+"\n"
+"   return vec4( vsurface,depthblend );\n"
+"}\n"
+"\n"
+"void main()\n"
+"{\n"
+"   compute_motion_vectors();\n"
 "\n"
-"   vec4 reflected = texture( uTexMain, ssuv+distortamt );\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"
+"   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 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, pow(depthvalue,1.8))*1.5;\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"
 "   \n"
 "   // Foam\n"
-"   float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n"
-"   fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n"
+"   float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
+"   fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
 "\n"
 "   // Lighting\n"
-"   vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y);\n"
-"   \n"
 "   vec3 halfview = -normalize( aCo-uCamera );\n"
-"   float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0);\n"
 "\n"
-"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
-"   vec3 specdir = reflect( -lightdir, surfnorm );\n"
-"   float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
-"   \n"
-"   // Depth \n"
-"   vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );\n"
-"   float depthblend = pow(backsample.a,0.8);\n"
+"   // Sample textures\n"
+"   vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
+"   vec4 beneath = texture( uTexBack, ssuv );\n"
+"\n"
+"   // Fog\n"
+"   float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
 "\n"
 "   // Composite\n"
-"   vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );\n"
-"   vsurface += spec;\n"
-"   \n"
-"   FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );\n"
+"   vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
+"   vsurface.a -= fdist;\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_uDepthBounds;
+static GLuint _uniform_water_uPv;
+static GLuint _uniform_water_uPvmPrev;
 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 void shader_water_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
-}
+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 );
+   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_uPv(m4x4f m){
+   glUniformMatrix4fv(_uniform_water_uPv,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 );
-}
-static void shader_water_uTexDepth(int i){
-   glUniform1i( _uniform_water_uTexDepth, 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);
 }
 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_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" );
+   _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_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_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 */