X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fviewchar.h;h=53f073a2c6a5fd53ee4b7113ce91279a90626017;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=551804a44be99347a4b4df781e7401088338f07a;hpb=3ee65e6e24bfc39db7c7dd8c1f4cec3d5c42d0f8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 551804a..53f073a 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 +16,30 @@ static struct vg_shader _shader_viewchar = { "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 mat4 uPv;\n" +"\n" +"// TODO: Send a previous transform matrix stack\n" +"//\n" "uniform mat4x3 uTransforms[32];\n" "\n" "out vec4 aColour;\n" @@ -46,16 +67,19 @@ static struct vg_shader _shader_viewchar = { " 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" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -64,6 +88,8 @@ 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" @@ -75,6 +101,7 @@ 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" @@ -137,8 +164,23 @@ static struct vg_shader _shader_viewchar = { " 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" +" {\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" @@ -152,6 +194,13 @@ static struct vg_shader _shader_viewchar = { " 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" @@ -162,24 +211,48 @@ static struct vg_shader _shader_viewchar = { "}\n" "\n" "#line 13 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 14 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" +" fdist -= 0.08;\n" "\n" -" vfrag = do_light_diffuse( vfrag, aNorm );\n" -" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n" +" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" +"\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, 0.1, 1.0 );\n" -"\n" -" FragColor = vec4(vfrag,opacity);\n" +" float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n" +" oColour = vec4(vfrag,opacity);\n" "}\n" ""}, }; @@ -188,18 +261,26 @@ static GLuint _uniform_viewchar_uPv; static GLuint _uniform_viewchar_uTransforms; static GLuint _uniform_viewchar_uTexMain; static GLuint _uniform_viewchar_uCamera; +static GLuint _uniform_viewchar_uBoard0; +static GLuint _uniform_viewchar_uBoard1; 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 ); + glUniform3fv(_uniform_viewchar_uCamera,1,v); +} +static void shader_viewchar_uBoard0(v3f v){ + glUniform3fv(_uniform_viewchar_uBoard0,1,v); +} +static void shader_viewchar_uBoard1(v3f v){ + glUniform3fv(_uniform_viewchar_uBoard1,1,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 ); @@ -210,6 +291,8 @@ static void shader_viewchar_link(void){ _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_uBoard0 = glGetUniformLocation( _shader_viewchar.id, "uBoard0" ); + _uniform_viewchar_uBoard1 = glGetUniformLocation( _shader_viewchar.id, "uBoard1" ); _uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" ); } #endif /* SHADER_viewchar_H */