X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_board_view.h;h=3f08cf0e593cb7928d56be8c2d8525a0a740384d;hb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;hp=5b83ef2d1b0461c82444ab53c85aa98108d6a4e2;hpb=1b522daa02f28128498b04def4d60b63e590d1f3;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_board_view.h b/shaders/model_board_view.h index 5b83ef2..3f08cf0 100644 --- a/shaders/model_board_view.h +++ b/shaders/model_board_view.h @@ -67,10 +67,7 @@ static struct vg_shader _shader_model_board_view = { .orig_file = "shaders/model_character_view.fs", .static_src = "uniform sampler2D uTexMain;\n" -"uniform sampler2D uTexSceneDepth;\n" "uniform vec3 uCamera;\n" -"uniform vec3 uInverseRatioDepth;\n" -"uniform vec3 uInverseRatioMain;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -213,19 +210,15 @@ static struct vg_shader _shader_model_board_view = { " return world_depth_sample( pos ) - ref_depth;\n" "}\n" "\n" -"float shadow_sample( vec3 vdir )\n" -"{\n" -" vec3 sample_pos = aWorldCo + vdir;\n" -" float height_sample = world_depth_sample( sample_pos );\n" +"float shadow_sample( vec3 co ){\n" +" float height_sample = world_depth_sample( co );\n" "\n" -" float fdelta = height_sample - sample_pos.y;\n" +" float fdelta = height_sample - co.y;\n" " return clamp( fdelta, 0.2, 0.4 )-0.2;\n" "}\n" "\n" -"float newlight_compute_sun_shadow( vec3 dir )\n" -"{\n" -" if( g_shadow_samples == 0 )\n" -" {\n" +"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n" +" if( g_shadow_samples == 0 ){\n" " return 1.0;\n" " }\n" "\n" @@ -233,15 +226,15 @@ static struct vg_shader _shader_model_board_view = { " float flength = g_shadow_length;\n" "\n" " float famt = 0.0;\n" -" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n" -" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n" -" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n" -" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n" +" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n" +" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n" +" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n" +" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n" "\n" -" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" -" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" -" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" -" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" +" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" +" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" "\n" " return 1.0 - famt;\n" "}\n" @@ -278,7 +271,7 @@ static struct vg_shader _shader_model_board_view = { " light_delta = normalize( light_delta );\n" "\n" " float quadratic = dist2*100.0;\n" -" float attenuation = 1.0f/( 1.0f + quadratic );\n" +" float attenuation = 1.0/( 1.0 + quadratic );\n" " attenuation *= max( dot( light_delta, normal ), 0.0 );\n" "\n" " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n" @@ -329,8 +322,8 @@ static struct vg_shader _shader_model_board_view = { " float fdist = length(halfview);\n" " halfview /= fdist;\n" "\n" -" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n" -" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" +" float world_shadow = newlight_compute_sun_shadow( \n" +" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n" "\n" " vec3 total_light = clearskies_lighting( \n" " normal, min( light_mask, world_shadow ), halfview );\n" @@ -380,7 +373,7 @@ static struct vg_shader _shader_model_board_view = { " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 11 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -400,39 +393,50 @@ static struct vg_shader _shader_model_board_view = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 15 0 \n" +"#line 12 0 \n" +"#line 1 3 \n" +"uniform sampler2D uTexSceneDepth;\n" +"uniform vec3 uInverseRatioDepth;\n" +"uniform vec3 uInverseRatioMain;\n" +"uniform bool uDepthCompare;\n" "\n" -"float linear_depth( float depth, float near, float far ) \n" -"{\n" +"float linear_depth( float depth, float near, float far ) {\n" " float z = depth * 2.0 - 1.0;\n" " return (2.0 * near * far) / (far + near - z * (far - near)); \n" "}\n" "\n" -"void main()\n" -"{\n" +"void depth_compare_dither(){\n" +" if( uDepthCompare ){\n" +" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n" +" * uInverseRatioDepth.xy;\n" +" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n" +" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n" +"\n" +" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n" +" float diff = back_depth - front_depth;\n" +"\n" +" vec2 ssuv = gl_FragCoord.xy;\n" +" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" +" float dither = fract( vDither.g / 71.0 ) - 0.5;\n" +"\n" +" if( step(0.0,diff)+dither<0.3 )\n" +" discard;\n" +" }\n" +"}\n" +"\n" +"#line 13 0 \n" +"\n" +"void main(){\n" +" depth_compare_dither();\n" " compute_motion_vectors();\n" "\n" -" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" +" vec3 qnorm = aNorm;\n" " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n" " vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n" "\n" " float dist = distance( aWorldCo, uCamera ) - 0.08;\n" " float opacity = clamp( dist*dist, 0.0, 1.0 );\n" "\n" -" vec2 back_coord = gl_FragCoord.xy*uInverseRatioMain.xy*uInverseRatioDepth.xy;\n" -" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n" -" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n" -"\n" -" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n" -" float diff = back_depth - front_depth;\n" -"\n" -" vec2 ssuv = gl_FragCoord.xy;\n" -" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" -" float dither = fract( vDither.g / 71.0 ) - 0.5;\n" -"\n" -" if( step(0.0,diff)+dither<0.3 )\n" -" discard;\n" -"\n" " oColour = vec4( composite, opacity );\n" "}\n" ""}, @@ -442,13 +446,14 @@ static GLuint _uniform_model_board_view_uMdl; static GLuint _uniform_model_board_view_uPv; static GLuint _uniform_model_board_view_uPvmPrev; static GLuint _uniform_model_board_view_uTexMain; -static GLuint _uniform_model_board_view_uTexSceneDepth; static GLuint _uniform_model_board_view_uCamera; -static GLuint _uniform_model_board_view_uInverseRatioDepth; -static GLuint _uniform_model_board_view_uInverseRatioMain; static GLuint _uniform_model_board_view_g_world_depth; static GLuint _uniform_model_board_view_uLightsArray; static GLuint _uniform_model_board_view_uLightsIndex; +static GLuint _uniform_model_board_view_uTexSceneDepth; +static GLuint _uniform_model_board_view_uInverseRatioDepth; +static GLuint _uniform_model_board_view_uInverseRatioMain; +static GLuint _uniform_model_board_view_uDepthCompare; static void shader_model_board_view_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_model_board_view_uMdl,1,GL_FALSE,(float*)m); } @@ -461,20 +466,23 @@ static void shader_model_board_view_uPvmPrev(m4x4f m){ static void shader_model_board_view_uTexMain(int i){ glUniform1i(_uniform_model_board_view_uTexMain,i); } -static void shader_model_board_view_uTexSceneDepth(int i){ - glUniform1i(_uniform_model_board_view_uTexSceneDepth,i); -} static void shader_model_board_view_uCamera(v3f v){ glUniform3fv(_uniform_model_board_view_uCamera,1,v); } +static void shader_model_board_view_g_world_depth(int i){ + glUniform1i(_uniform_model_board_view_g_world_depth,i); +} +static void shader_model_board_view_uTexSceneDepth(int i){ + glUniform1i(_uniform_model_board_view_uTexSceneDepth,i); +} static void shader_model_board_view_uInverseRatioDepth(v3f v){ glUniform3fv(_uniform_model_board_view_uInverseRatioDepth,1,v); } static void shader_model_board_view_uInverseRatioMain(v3f v){ glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v); } -static void shader_model_board_view_g_world_depth(int i){ - glUniform1i(_uniform_model_board_view_g_world_depth,i); +static void shader_model_board_view_uDepthCompare(int b){ + glUniform1i(_uniform_model_board_view_uDepthCompare,b); } static void shader_model_board_view_register(void){ vg_shader_register( &_shader_model_board_view ); @@ -485,12 +493,13 @@ static void shader_model_board_view_link(void){ _uniform_model_board_view_uPv = glGetUniformLocation( _shader_model_board_view.id, "uPv" ); _uniform_model_board_view_uPvmPrev = glGetUniformLocation( _shader_model_board_view.id, "uPvmPrev" ); _uniform_model_board_view_uTexMain = glGetUniformLocation( _shader_model_board_view.id, "uTexMain" ); - _uniform_model_board_view_uTexSceneDepth = glGetUniformLocation( _shader_model_board_view.id, "uTexSceneDepth" ); _uniform_model_board_view_uCamera = glGetUniformLocation( _shader_model_board_view.id, "uCamera" ); - _uniform_model_board_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioDepth" ); - _uniform_model_board_view_uInverseRatioMain = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioMain" ); _uniform_model_board_view_g_world_depth = glGetUniformLocation( _shader_model_board_view.id, "g_world_depth" ); _uniform_model_board_view_uLightsArray = glGetUniformLocation( _shader_model_board_view.id, "uLightsArray" ); _uniform_model_board_view_uLightsIndex = glGetUniformLocation( _shader_model_board_view.id, "uLightsIndex" ); + _uniform_model_board_view_uTexSceneDepth = glGetUniformLocation( _shader_model_board_view.id, "uTexSceneDepth" ); + _uniform_model_board_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioDepth" ); + _uniform_model_board_view_uInverseRatioMain = glGetUniformLocation( _shader_model_board_view.id, "uInverseRatioMain" ); + _uniform_model_board_view_uDepthCompare = glGetUniformLocation( _shader_model_board_view.id, "uDepthCompare" ); } #endif /* SHADER_model_board_view_H */