df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index 6c76dfe26b11d5df1cc7708230d4caad78dbeb07..ff5e6ced89ff24a97337487bcc5dd1cfee34e3b3 100644 (file)
@@ -16,9 +16,29 @@ static struct vg_shader _shader_water = {
 "layout (location=5) in ivec4 a_groups;\n"
 "\n"
 "#line      2        0 \n"
+"#line       1        2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+"   // This magically solves some artifacting errors!\n"
+"   //\n"
+"   vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line      3        0 \n"
 "\n"
 "uniform mat4x3 uMdl;\n"
 "uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
@@ -28,20 +48,23 @@ 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 = 
 {
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexMain;\n"
 "uniform sampler2D uTexDudv;\n"
 "uniform sampler2D uTexBack;\n"
@@ -50,6 +73,8 @@ static struct vg_shader _shader_water = {
 "uniform float uTime;\n"
 "uniform vec3 uCamera;\n"
 "uniform float uSurfaceY;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
 "\n"
 "uniform vec3 uShoreColour;\n"
 "uniform vec3 uOceanColour;\n"
@@ -61,6 +86,8 @@ 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"
@@ -135,6 +162,16 @@ static struct vg_shader _shader_water = {
 "   return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
 "}\n"
 "\n"
+"// FIXME\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+"  vec3 pa = p - a;\n"
+"  vec3 ba = b - a;\n"
+"\n"
+"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+"  return length( pa - ba*h );\n"
+"}\n"
+"\n"
 "vec3 do_light_shadowing( vec3 vfrag )\n"
 "{\n"
 "   if( g_shadow_samples == 0 )\n"
@@ -155,6 +192,13 @@ static struct vg_shader _shader_water = {
 "   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"
+"\n"
+"   // player shadow\n"
+"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
+"   float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+"   famt = max( player_shadow*0.6, famt );\n"
 "   return mix( vfrag, g_ambient_colour.rgb, famt );\n"
 "}\n"
 "\n"
@@ -165,6 +209,26 @@ static struct vg_shader _shader_water = {
 "}\n"
 "\n"
 "#line     22        0 \n"
+"#line       1        2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line      2        0 \n"
+"\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"
+"\n"
+"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line     23        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
 "      vec4 beneath, vec4 above )\n"
@@ -189,6 +253,8 @@ 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"
@@ -220,13 +286,14 @@ 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_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;
@@ -234,6 +301,8 @@ static GLuint _uniform_water_uInvRes;
 static GLuint _uniform_water_uTime;
 static GLuint _uniform_water_uCamera;
 static GLuint _uniform_water_uSurfaceY;
+static GLuint _uniform_water_uBoard0;
+static GLuint _uniform_water_uBoard1;
 static GLuint _uniform_water_uShoreColour;
 static GLuint _uniform_water_uOceanColour;
 static GLuint _uniform_water_g_world_depth;
@@ -243,6 +312,9 @@ static void shader_water_uMdl(m4x3f m){
 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);
 }
@@ -264,6 +336,12 @@ static void shader_water_uCamera(v3f v){
 static void shader_water_uSurfaceY(float f){
    glUniform1f(_uniform_water_uSurfaceY,f);
 }
+static void shader_water_uBoard0(v3f v){
+   glUniform3fv(_uniform_water_uBoard0,1,v);
+}
+static void shader_water_uBoard1(v3f v){
+   glUniform3fv(_uniform_water_uBoard1,1,v);
+}
 static void shader_water_uShoreColour(v3f v){
    glUniform3fv(_uniform_water_uShoreColour,1,v);
 }
@@ -280,6 +358,7 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); }
 static void shader_water_link(void){
    _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" );
@@ -287,6 +366,8 @@ 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_uBoard0 = glGetUniformLocation( _shader_water.id, "uBoard0" );
+   _uniform_water_uBoard1 = glGetUniformLocation( _shader_water.id, "uBoard1" );
    _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" );