.link = shader_water_link,
.vs =
{
-.orig_file = "../shaders/standard.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"
"\n"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
-" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
+" gl_Position = uPv * vec4( world_pos, 1.0 );\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",
+.orig_file = "../../shaders/water.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"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"
"in vec3 aCo;\n"
+"in vec3 aWorldCo;\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_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"
"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"
+" 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 specdir = reflect( -g_directional, wnormal );\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 + g_sun_colour*spec*fintensity;\n"
+" return vfrag + vcolour*spec*fintensity;\n"
"}\n"
"\n"
"float world_depth_sample( vec3 pos )\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\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( vec3 vfrag )\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 )*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"
+" 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"
-"#line 18 0 \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 22 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"
""},
};
-static GLuint _uniform_water_uPv;
static GLuint _uniform_water_uMdl;
+static GLuint _uniform_water_uPv;
static GLuint _uniform_water_uTexMain;
static GLuint _uniform_water_uTexDudv;
static GLuint _uniform_water_uTexBack;
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_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_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
+}
static void shader_water_uTexMain(int i){
glUniform1i( _uniform_water_uTexMain, i );
}
static void shader_water_uSurfaceY(float 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_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_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" );
_uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" );
_uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );
_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 */