X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_character_view.h;h=060e5b2419c3fd715fcf9c1c5e7447ba12749c20;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=bae097d5a097ba0826ebe46fb9728b6fb8587ac9;hpb=0a33f65eecb5e75cddaefa08d3a5eb1a301d0479;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index bae097d..060e5b2 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -102,6 +102,8 @@ static struct vg_shader _shader_model_character_view = { " vec4 g_sunset_ambient;\n" " vec4 g_sun_colour;\n" " vec4 g_sun_dir;\n" +" vec4 g_board_0;\n" +" vec4 g_board_1;\n" "\n" " float g_water_fog;\n" " float g_time;\n" @@ -202,7 +204,7 @@ static struct vg_shader _shader_model_character_view = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 42 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -281,7 +283,7 @@ static struct vg_shader _shader_model_character_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" @@ -404,12 +406,43 @@ static struct vg_shader _shader_model_character_view = { "}\n" "\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" +" 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" @@ -428,6 +461,10 @@ static GLuint _uniform_model_character_view_uCamera; static GLuint _uniform_model_character_view_g_world_depth; static GLuint _uniform_model_character_view_uLightsArray; static GLuint _uniform_model_character_view_uLightsIndex; +static GLuint _uniform_model_character_view_uTexSceneDepth; +static GLuint _uniform_model_character_view_uInverseRatioDepth; +static GLuint _uniform_model_character_view_uInverseRatioMain; +static GLuint _uniform_model_character_view_uDepthCompare; static void shader_model_character_view_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(float*)m); } @@ -440,6 +477,18 @@ static void shader_model_character_view_uCamera(v3f v){ static void shader_model_character_view_g_world_depth(int i){ glUniform1i(_uniform_model_character_view_g_world_depth,i); } +static void shader_model_character_view_uTexSceneDepth(int i){ + glUniform1i(_uniform_model_character_view_uTexSceneDepth,i); +} +static void shader_model_character_view_uInverseRatioDepth(v3f v){ + glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v); +} +static void shader_model_character_view_uInverseRatioMain(v3f v){ + glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v); +} +static void shader_model_character_view_uDepthCompare(int b){ + glUniform1i(_uniform_model_character_view_uDepthCompare,b); +} static void shader_model_character_view_register(void){ vg_shader_register( &_shader_model_character_view ); } @@ -452,5 +501,9 @@ static void shader_model_character_view_link(void){ _uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" ); _uniform_model_character_view_uLightsArray = glGetUniformLocation( _shader_model_character_view.id, "uLightsArray" ); _uniform_model_character_view_uLightsIndex = glGetUniformLocation( _shader_model_character_view.id, "uLightsIndex" ); + _uniform_model_character_view_uTexSceneDepth = glGetUniformLocation( _shader_model_character_view.id, "uTexSceneDepth" ); + _uniform_model_character_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioDepth" ); + _uniform_model_character_view_uInverseRatioMain = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioMain" ); + _uniform_model_character_view_uDepthCompare = glGetUniformLocation( _shader_model_character_view.id, "uDepthCompare" ); } #endif /* SHADER_model_character_view_H */