X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fviewchar.h;h=20f33d38fbb8bb24e95b58c5c6f9802871270c0b;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=23cb8b77f86553206114a850527cd5bd83a17aaf;hpb=3d5597be2fd4b5d9ea3bf8863e15cc9bc8123755;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 23cb8b7..20f33d3 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_viewchar = { .link = shader_viewchar_link, .vs = { -.orig_file = "../../shaders/standard_skinned.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -17,8 +16,22 @@ static struct vg_shader _shader_viewchar = { "layout (location=5) in ivec4 a_groups;\n" "\n" "#line 2 0 \n" +"#line 1 2 \n" +"out vec3 aMotionVec0;\n" +"out vec3 aMotionVec1;\n" +"\n" +"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" +"{\n" +" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" +" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" +"}\n" +"\n" +"#line 3 0 \n" "\n" "uniform mat4 uPv;\n" +"\n" +"// TODO: Send a previous transform matrix stack\n" +"//\n" "uniform mat4x3 uTransforms[32];\n" "\n" "out vec4 aColour;\n" @@ -39,22 +52,24 @@ static struct vg_shader _shader_viewchar = { "\n" " vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n" " vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];\n" -"\n" +" \n" " gl_Position = uPv * vec4( world_pos, 1.0 );\n" " aColour = a_colour;\n" " aUv = a_uv;\n" " aNorm = world_normal;\n" " aCo = a_co;\n" " aWorldCo = world_pos;\n" +"\n" +" // TODO:\n" +" aMotionVec0 = vec3(1.0);\n" +" aMotionVec1 = vec3(1.0);\n" "}\n" ""}, .fs = { -.orig_file = "../../shaders/viewchar.fs", .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexMain;\n" +"uniform vec3 uCamera;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -63,6 +78,8 @@ static struct vg_shader _shader_viewchar = { "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" @@ -74,6 +91,7 @@ static struct vg_shader _shader_viewchar = { " float g_water_fog;\n" " int g_light_count;\n" " int g_light_preview;\n" +" int g_shadow_samples;\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" @@ -138,6 +156,11 @@ static struct vg_shader _shader_viewchar = { "\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" +" if( g_shadow_samples == 0 )\n" +" {\n" +" return vfrag;\n" +" }\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" @@ -160,23 +183,43 @@ static struct vg_shader _shader_viewchar = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" +"#line 11 0 \n" +"#line 1 2 \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" +" oMotionVec = vmotion1-vmotion0;\n" +"}\n" +"\n" "#line 12 0 \n" "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " vec3 vfrag = texture( uTexMain, aUv ).rgb;\n" "\n" " // Lighting\n" -" //vec3 halfview = uCamera - aWorldCo;\n" -" //float fdist = length( halfview );\n" -" //halfview /= fdist;\n" +" vec3 halfview = uCamera - aWorldCo;\n" +" float fdist = length( halfview );\n" +" halfview /= fdist;\n" "\n" -" //vfrag = do_light_diffuse( vfrag, aNorm );\n" -" //vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n" -" //vfrag = do_light_shadowing( vfrag );\n" -" //vfrag = apply_fog( vfrag, fdist );\n" +" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" "\n" -" FragColor = vec4(vfrag,1.0);\n" +" vfrag = mix( vfrag, do_light_diffuse( vfrag, qnorm ), 0.5 );\n" +" //vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n" +" vfrag = do_light_shadowing( vfrag );\n" +" vfrag = apply_fog( vfrag, fdist );\n" +"\n" +" float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n" +" oColour = vec4(vfrag,opacity);\n" "}\n" ""}, }; @@ -184,15 +227,19 @@ static struct vg_shader _shader_viewchar = { static GLuint _uniform_viewchar_uPv; static GLuint _uniform_viewchar_uTransforms; static GLuint _uniform_viewchar_uTexMain; +static GLuint _uniform_viewchar_uCamera; static GLuint _uniform_viewchar_g_world_depth; static void shader_viewchar_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m); } static void shader_viewchar_uTexMain(int i){ - glUniform1i( _uniform_viewchar_uTexMain, i ); + glUniform1i(_uniform_viewchar_uTexMain,i); +} +static void shader_viewchar_uCamera(v3f v){ + glUniform3fv(_uniform_viewchar_uCamera,1,v); } static void shader_viewchar_g_world_depth(int i){ - glUniform1i( _uniform_viewchar_g_world_depth, i ); + glUniform1i(_uniform_viewchar_g_world_depth,i); } static void shader_viewchar_register(void){ vg_shader_register( &_shader_viewchar ); @@ -202,6 +249,7 @@ static void shader_viewchar_link(void){ _uniform_viewchar_uPv = glGetUniformLocation( _shader_viewchar.id, "uPv" ); _uniform_viewchar_uTransforms = glGetUniformLocation( _shader_viewchar.id, "uTransforms" ); _uniform_viewchar_uTexMain = glGetUniformLocation( _shader_viewchar.id, "uTexMain" ); + _uniform_viewchar_uCamera = glGetUniformLocation( _shader_viewchar.id, "uCamera" ); _uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" ); } #endif /* SHADER_viewchar_H */