X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Falphatest.h;h=5761c02ba4c06b5c4e055cb01e39747198dd6669;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=07908407de8157e18f9d52e01e8cab1cce5f6396;hpb=a3c10b9dec1ed7136721695033ebeef30717f249;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/alphatest.h b/shaders/alphatest.h index 0790840..5761c02 100644 --- a/shaders/alphatest.h +++ b/shaders/alphatest.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_alphatest = { .link = shader_alphatest_link, .vs = { -.orig_file = "../../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -17,9 +16,29 @@ static struct vg_shader _shader_alphatest = { "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 mat4x3 uMdl;\n" "uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" @@ -29,23 +48,27 @@ static struct vg_shader _shader_alphatest = { "\n" "void main()\n" "{\n" -" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" -" gl_Position = uPv * vec4( world_pos, 1.0 );\n" +" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" +" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n" +"\n" +" vs_motion_out( vproj0, vproj1 );\n" +"\n" +" gl_Position = vproj0;\n" +" aWorldCo = world_pos0;\n" " aColour = a_colour;\n" " aUv = a_uv;\n" " aNorm = mat3(uMdl) * a_norm;\n" " aCo = a_co;\n" -" aWorldCo = world_pos;\n" "}\n" ""}, .fs = { -.orig_file = "../../shaders/std_alphatest.fs", .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexMain;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" "\n" @@ -56,6 +79,8 @@ static struct vg_shader _shader_alphatest = { "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" @@ -130,6 +155,16 @@ static struct vg_shader _shader_alphatest = { " 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" @@ -150,6 +185,13 @@ static struct vg_shader _shader_alphatest = { " 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" @@ -160,9 +202,31 @@ static struct vg_shader _shader_alphatest = { "}\n" "\n" "#line 15 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 16 0 \n" "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " vec3 vfrag = vec3(0.5,0.5,0.5);\n" " vec4 vsamplemain = texture( uTexMain, aUv );\n" " vec3 qnorm = normalize(aNorm);\n" @@ -187,38 +251,50 @@ static struct vg_shader _shader_alphatest = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" FragColor = vec4(vfrag, 1.0);\n" +" oColour = vec4(vfrag, 1.0);\n" "}\n" ""}, }; static GLuint _uniform_alphatest_uMdl; static GLuint _uniform_alphatest_uPv; +static GLuint _uniform_alphatest_uPvmPrev; static GLuint _uniform_alphatest_uTexGarbage; static GLuint _uniform_alphatest_uTexMain; +static GLuint _uniform_alphatest_uBoard0; +static GLuint _uniform_alphatest_uBoard1; static GLuint _uniform_alphatest_uCamera; static GLuint _uniform_alphatest_uPlane; static GLuint _uniform_alphatest_g_world_depth; static void shader_alphatest_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_alphatest_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_alphatest_uMdl,1,GL_FALSE,(float*)m); } static void shader_alphatest_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_alphatest_uPv,1,GL_FALSE,(float*)m); +} +static void shader_alphatest_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_alphatest_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_alphatest_uTexGarbage(int i){ - glUniform1i( _uniform_alphatest_uTexGarbage, i ); + glUniform1i(_uniform_alphatest_uTexGarbage,i); } static void shader_alphatest_uTexMain(int i){ - glUniform1i( _uniform_alphatest_uTexMain, i ); + glUniform1i(_uniform_alphatest_uTexMain,i); +} +static void shader_alphatest_uBoard0(v3f v){ + glUniform3fv(_uniform_alphatest_uBoard0,1,v); +} +static void shader_alphatest_uBoard1(v3f v){ + glUniform3fv(_uniform_alphatest_uBoard1,1,v); } static void shader_alphatest_uCamera(v3f v){ - glUniform3fv( _uniform_alphatest_uCamera, 1, v ); + glUniform3fv(_uniform_alphatest_uCamera,1,v); } static void shader_alphatest_uPlane(v4f v){ - glUniform4fv( _uniform_alphatest_uPlane, 1, v ); + glUniform4fv(_uniform_alphatest_uPlane,1,v); } static void shader_alphatest_g_world_depth(int i){ - glUniform1i( _uniform_alphatest_g_world_depth, i ); + glUniform1i(_uniform_alphatest_g_world_depth,i); } static void shader_alphatest_register(void){ vg_shader_register( &_shader_alphatest ); @@ -227,8 +303,11 @@ static void shader_alphatest_use(void){ glUseProgram(_shader_alphatest.id); } static void shader_alphatest_link(void){ _uniform_alphatest_uMdl = glGetUniformLocation( _shader_alphatest.id, "uMdl" ); _uniform_alphatest_uPv = glGetUniformLocation( _shader_alphatest.id, "uPv" ); + _uniform_alphatest_uPvmPrev = glGetUniformLocation( _shader_alphatest.id, "uPvmPrev" ); _uniform_alphatest_uTexGarbage = glGetUniformLocation( _shader_alphatest.id, "uTexGarbage" ); _uniform_alphatest_uTexMain = glGetUniformLocation( _shader_alphatest.id, "uTexMain" ); + _uniform_alphatest_uBoard0 = glGetUniformLocation( _shader_alphatest.id, "uBoard0" ); + _uniform_alphatest_uBoard1 = glGetUniformLocation( _shader_alphatest.id, "uBoard1" ); _uniform_alphatest_uCamera = glGetUniformLocation( _shader_alphatest.id, "uCamera" ); _uniform_alphatest_uPlane = glGetUniformLocation( _shader_alphatest.id, "uPlane" ); _uniform_alphatest_g_world_depth = glGetUniformLocation( _shader_alphatest.id, "g_world_depth" );