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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index e9c08835bdb4794409a060e3f3beccd2ca96cba9..ca3ab47340ffdb343247e88a65d8c3d312083aa3 100644 (file)
@@ -7,35 +7,40 @@ static struct vg_shader _shader_water = {
    .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"
@@ -52,16 +57,20 @@ static struct vg_shader _shader_water = {
 "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"
 "};\n"
 "\n"
 "uniform sampler2D g_world_depth;\n"
@@ -71,15 +80,28 @@ static struct vg_shader _shader_water = {
 "\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"
@@ -90,14 +112,14 @@ static struct vg_shader _shader_water = {
 "\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"
@@ -108,11 +130,34 @@ static struct vg_shader _shader_water = {
 "   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"
+"   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"
-"#line     18        0 \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     19        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
 "      vec4 beneath, vec4 above )\n"
@@ -175,8 +220,8 @@ static struct vg_shader _shader_water = {
 ""},
 };
 
-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;
@@ -185,12 +230,12 @@ 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_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
+}
 static void shader_water_uTexMain(int i){
    glUniform1i( _uniform_water_uTexMain, i );
 }
@@ -220,8 +265,8 @@ static void shader_water_register(void){
 }
 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" );