df shadows
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water.h
index 93dcba858e07048a0ecdba1a9247ffd05cceb3c3..ff5e6ced89ff24a97337487bcc5dd1cfee34e3b3 100644 (file)
@@ -73,6 +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"
@@ -160,6 +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"
@@ -180,6 +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"
@@ -189,7 +208,7 @@ static struct vg_shader _shader_water = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     20        0 \n"
+"#line     22        0 \n"
 "#line       1        2 \n"
 "const float k_motion_lerp_amount = 0.01;\n"
 "\n"
@@ -209,7 +228,7 @@ static struct vg_shader _shader_water = {
 "   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
 "}\n"
 "\n"
-"#line     21        0 \n"
+"#line     23        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
 "      vec4 beneath, vec4 above )\n"
@@ -282,6 +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;
@@ -315,6 +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);
 }
@@ -339,6 +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" );