X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fterrain.h;h=09258e744221022a5961ee9b753ea18756b3f796;hb=76042e561d89b232f04cac8a431b5cd7b30a6b9d;hp=460ba9e5d02392e2ad3a2e94ffef59132a13a1d5;hpb=f7db507815e2822d971031c30f25e02b45e9c914;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 460ba9e..09258e7 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -17,11 +17,19 @@ static struct vg_shader _shader_terrain = { "\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" @@ -62,6 +70,8 @@ static struct vg_shader _shader_terrain = { "uniform vec3 uCamera;\n" "uniform vec3 uSandColour;\n" "uniform vec2 uBlendOffset;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -146,6 +156,16 @@ static struct vg_shader _shader_terrain = { " 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" @@ -166,6 +186,13 @@ static struct vg_shader _shader_terrain = { " 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" @@ -175,8 +202,12 @@ static struct vg_shader _shader_terrain = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 16 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" @@ -187,10 +218,11 @@ static struct vg_shader _shader_terrain = { " // Write motion vectors\n" " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" -" oMotionVec = vmotion1-vmotion0;\n" +"\n" +" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 15 0 \n" +"#line 17 0 \n" "\n" "void main()\n" "{\n" @@ -250,6 +282,8 @@ static GLuint _uniform_terrain_uTexGradients; static GLuint _uniform_terrain_uCamera; static GLuint _uniform_terrain_uSandColour; static GLuint _uniform_terrain_uBlendOffset; +static GLuint _uniform_terrain_uBoard0; +static GLuint _uniform_terrain_uBoard1; static GLuint _uniform_terrain_g_world_depth; static void shader_terrain_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m); @@ -275,6 +309,12 @@ static void shader_terrain_uSandColour(v3f v){ static void shader_terrain_uBlendOffset(v2f v){ glUniform2fv(_uniform_terrain_uBlendOffset,1,v); } +static void shader_terrain_uBoard0(v3f v){ + glUniform3fv(_uniform_terrain_uBoard0,1,v); +} +static void shader_terrain_uBoard1(v3f v){ + glUniform3fv(_uniform_terrain_uBoard1,1,v); +} static void shader_terrain_g_world_depth(int i){ glUniform1i(_uniform_terrain_g_world_depth,i); } @@ -291,6 +331,8 @@ static void shader_terrain_link(void){ _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" ); _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" ); _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" ); + _uniform_terrain_uBoard0 = glGetUniformLocation( _shader_terrain.id, "uBoard0" ); + _uniform_terrain_uBoard1 = glGetUniformLocation( _shader_terrain.id, "uBoard1" ); _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" ); } #endif /* SHADER_terrain_H */