X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fmodel_sky.h;h=2fb62ff6564cd9fa84d5cb21c294957046ec21f4;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=2da4c32a4c8d62b429c153f4dec52336edcc45dc;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.h b/shaders/model_sky.h index 2da4c32..2fb62ff 100644 --- a/shaders/model_sky.h +++ b/shaders/model_sky.h @@ -7,6 +7,7 @@ static struct vg_shader _shader_model_sky = { .link = shader_model_sky_link, .vs = { +.orig_file = "shaders/model.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -63,9 +64,9 @@ static struct vg_shader _shader_model_sky = { ""}, .fs = { +.orig_file = "shaders/model_sky.fs", .static_src = "uniform sampler2D uTexGarbage;\n" -"uniform float uTime;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -85,10 +86,14 @@ static struct vg_shader _shader_model_sky = { " vec4 g_water_plane;\n" " vec4 g_depth_bounds;\n" " float g_water_fog;\n" +" float g_time;\n" " int g_light_count;\n" " int g_light_preview;\n" " int g_shadow_samples;\n" "\n" +" int g_debug_indices;\n" +" int g_debug_complexity;\n" +"\n" " // g_time ?\n" "\n" " //vec4 g_point_light_positions[32];\n" @@ -133,7 +138,7 @@ static struct vg_shader _shader_model_sky = { " return g_ambient_colour.rgb;\n" "}\n" "\n" -"float newlight_compute_sun_shadow()\n" +"float newlight_compute_sun_shadow( vec3 dir )\n" "{\n" " if( g_shadow_samples == 0 )\n" " {\n" @@ -141,7 +146,7 @@ static struct vg_shader _shader_model_sky = { " }\n" "\n" " float fspread = g_light_colours[0].w;\n" -" vec3 vdir = g_light_directions[0].xyz;\n" +" vec3 vdir = dir;\n" " float flength = g_light_directions[0].w;\n" "\n" " float famt = 0.0;\n" @@ -183,8 +188,14 @@ static struct vg_shader _shader_model_sky = { " return vcolour*spec*fintensity;\n" "}\n" "\n" +"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n" +"{\n" +" vec3 specdir = reflect( -dir, wnormal );\n" +" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" +"}\n" +"\n" "vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n" -" vec3 light_pos, vec3 light_colour )\n" +" vec3 light_colour, vec3 light_pos )\n" "{\n" " vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n" "\n" @@ -195,7 +206,25 @@ static struct vg_shader _shader_model_sky = { " return light_colour*attenuation;\n" "}\n" "\n" -"#line 11 0 \n" +"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n" +" vec3 light_colour, vec3 light_pos,\n" +" vec4 light_dir )\n" +"{\n" +" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n" +"\n" +" float quadratic = dot(light_delta,light_delta);\n" +" float attenuation = 1.0f/( 1.0f + quadratic );\n" +"\n" +" light_delta = normalize( light_delta );\n" +" attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n" +"\n" +" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n" +" falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n" +"\n" +" return light_colour*attenuation*falloff;\n" +"}\n" +"\n" +"#line 10 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -215,41 +244,177 @@ static struct vg_shader _shader_model_sky = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" +"#line 11 0 \n" +"#line 1 3 \n" +"const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n" +"const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n" +"const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n" +"const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n" +"const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n" +"const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n" +"\n" +"const float SUN_ANGLE = 0.0001;\n" +"const float TIME_RATE = 0.025;\n" +"\n" +"const float PI = 3.14159265;\n" +"\n" +"struct world_info\n" +"{\n" +" float time,\n" +" time_of_day,\n" +" day_phase,\n" +" sunset_phase;\n" +" \n" +" vec3 sun_dir;\n" +"};\n" +"\n" +"float luminance( vec3 v )\n" +"{\n" +" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n" +"}\n" +"\n" +"vec3 scene_ambient( vec3 dir, const world_info w )\n" +"{\n" +" float sun_azimuth = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n" +" float sky_gradient = dir.y;\n" +" \n" +" /* Blend phase colours */\n" +" vec3 ambient = DAYSKY_COLOUR * (w.day_phase-w.sunset_phase*0.1);\n" +" ambient += SUNSET_COLOUR * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n" +" ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n" +" \n" +" /* Add gradient */\n" +" ambient -= sky_gradient * luminance(ambient);\n" +" \n" +" return ambient;\n" +"}\n" +"\n" +"vec3 scene_sky( vec3 ray_dir, const world_info w )\n" +"{\n" +" ray_dir.y = abs( ray_dir.y );\n" +" vec3 sky_colour = scene_ambient( ray_dir, w );\n" +" \n" +" /* Sun */\n" +" float sun_theta = dot( ray_dir, w.sun_dir );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n" +" float sun_shape = pow( sun_size, 2000.0 );\n" +" sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n" +" \n" +" vec3 sun_colour = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n" +" sun_colour *= sun_shape;\n" +" \n" +" vec3 composite = sky_colour + sun_colour;\n" +" return composite;\n" +"}\n" +"\n" +"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n" +"{\n" +" return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n" +"}\n" +"\n" +"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n" +"{\n" +" vec3 dir3 = vec3\n" +" (\n" +" cos(dir.y) * cos(dir.x),\n" +" sin(dir.x),\n" +" sin(dir.y) * cos(dir.x)\n" +" );\n" +"\n" +" float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n" +" \n" +" return flight * colour;\n" +"}\n" +"\n" +"vec3 scene_lighting_old( vec3 normal, const world_info w )\n" +"{\n" +" vec3 SR_COLOUR_SUN = vec3( 1.36, 1.35, 1.01 );\n" +" vec3 SR_COLOUR_FILL = vec3( 0.33, 0.56, 0.64 );\n" +" vec3 SR_COLOUR_RIM = vec3( 0.05, 0.05, 0.23 );\n" +" \n" +" return SR_LIGHT( normal, vec2( 0.63, -0.08 ), SR_COLOUR_SUN ) +\n" +" SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n" +" SR_LIGHT( normal, vec2( 2.60, -0.84 ), SR_COLOUR_RIM ) ;\n" +"}\n" +"\n" +"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n" +"{\n" +" float fresnel = 1.0 - abs(dot(normal,halfview));\n" +"\n" +" vec3 sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n" +" vec3 light_sun = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n" +" * w.day_phase;\n" +"\n" +" float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n" +"\n" +" vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n" +"\n" +" return ambient + (light_sun + sky_reflection) * shadow;\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" +" float sun_theta = dot( normal, w.sun_dir );\n" +"\n" +" float softness_min = 0.5;\n" +" float softness = softness_min + w.sunset_phase * (1.0-softness_min);\n" +" float light_min = 0.0 * w.day_phase;\n" +" float light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n" +" light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n" +" \n" +" float light_bounce = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n" +" light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n" +" \n" +" vec3 light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n" +" vec3 dark_colour = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n" +" \n" +" float spec = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n" +" * 0.2 * shadow * w.day_phase;\n" +" \n" +" return mix(dark_colour, light_colour, light_direct) + \n" +" spec +\n" +" dark_colour * light_bounce;\n" +"}\n" +"\n" +"void scene_state( float world_time, out world_info w )\n" +"{\n" +" w.time = world_time;\n" +" w.time_of_day = fract( w.time );\n" +" w.day_phase = cos( w.time_of_day * PI * 2.0 ) * 0.5 + 0.5;\n" +" w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n" +" w.sunset_phase = pow( w.sunset_phase, 6.0 );\n" +" \n" +" float a = w.time_of_day * PI * 2.0;\n" +" w.sun_dir = normalize( vec3( sin( a ), cos( a ), 0.2) );\n" +"}\n" +"\n" +"\n" "#line 12 0 \n" "\n" "void main()\n" "{\n" " compute_motion_vectors();\n" "\n" -" vec3 rd = normalize(aNorm);\n" +" world_info world;\n" +" scene_state( g_time, world );\n" "\n" -" float fintensity = 1.0-(abs(rd.y)*0.7);\n" -" float fblend = pow(fintensity,4.0);\n" -" vec3 horizon = vec3( 0.87, 0.93, 0.98 );\n" -" vec3 skycolour = vec3( 0.16, 0.58, 0.95 ) - rd.y*rd.y*0.5;\n" -" vec3 diffuse = mix( skycolour, horizon, fblend );\n" +" vec3 rd = normalize(aNorm);\n" "\n" -" float fmove = uTime * 0.004;\n" -" vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.05;\n" +" float fmove = g_time * 0.004;\n" +" vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;\n" " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n" " vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );\n" "\n" " float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n" " float cloud_e = pow(cloud_d,1.5)*pow(abs(rd.y),0.3)*2.0;\n" "\n" -" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" -" float fhorizon = step( rd.y * 0.5 + 0.5, 0.5 );\n" +" oColour = vec4( scene_sky( -rd, world ) ,1.0);\n" "\n" -" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n" -"\n" -"\n" -" float sundot = clamp(dot(rd, -g_light_directions[0].xyz), 0.0, 1.0);\n" -" vec3 sun = 0.25 * vec3(1.0,0.7,0.4) * pow( sundot,5.0 );\n" -" sun += 0.25 * vec3(1.0,0.8,0.6) * pow( sundot,64.0 );\n" -" sun += 0.2 * vec3(1.0,0.8,0.6) * pow( sundot,512.0 );\n" -" skycomp += sun * g_light_colours[0].rgb;\n" -"\n" -" oColour = vec4(skycomp,1.0);\n" +" vec3 cloud_colour = mix( mix(NIGHTSKY_COLOUR,vec3(1.0),world.day_phase), \n" +" SUNSET_COLOUR, world.sunset_phase );\n" +" oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e );\n" "}\n" ""}, }; @@ -258,7 +423,6 @@ static GLuint _uniform_model_sky_uMdl; static GLuint _uniform_model_sky_uPv; static GLuint _uniform_model_sky_uPvmPrev; static GLuint _uniform_model_sky_uTexGarbage; -static GLuint _uniform_model_sky_uTime; static GLuint _uniform_model_sky_g_world_depth; static void shader_model_sky_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(float*)m); @@ -272,9 +436,6 @@ static void shader_model_sky_uPvmPrev(m4x4f m){ static void shader_model_sky_uTexGarbage(int i){ glUniform1i(_uniform_model_sky_uTexGarbage,i); } -static void shader_model_sky_uTime(float f){ - glUniform1f(_uniform_model_sky_uTime,f); -} static void shader_model_sky_g_world_depth(int i){ glUniform1i(_uniform_model_sky_g_world_depth,i); } @@ -287,7 +448,6 @@ static void shader_model_sky_link(void){ _uniform_model_sky_uPv = glGetUniformLocation( _shader_model_sky.id, "uPv" ); _uniform_model_sky_uPvmPrev = glGetUniformLocation( _shader_model_sky.id, "uPvmPrev" ); _uniform_model_sky_uTexGarbage = glGetUniformLocation( _shader_model_sky.id, "uTexGarbage" ); - _uniform_model_sky_uTime = glGetUniformLocation( _shader_model_sky.id, "uTime" ); _uniform_model_sky_g_world_depth = glGetUniformLocation( _shader_model_sky.id, "g_world_depth" ); } #endif /* SHADER_model_sky_H */