X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_character_view.h;h=40e27cbd853d3320173e3f3b4af36e3af0ee1417;hb=4eccfd7252f8ff165670842df537441afae5458b;hp=c527d9032beacaead2bb5f08c399ca7f47e57ead;hpb=f3a2490079baf440238b78e54f4476649eddbda2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index c527d90..40e27cb 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -1,308 +1,56 @@ -#ifndef SHADER_model_character_view_H -#define SHADER_model_character_view_H -static void shader_model_character_view_link(void); -static void shader_model_character_view_register(void); -static struct vg_shader _shader_model_character_view = { - .name = "model_character_view", - .link = shader_model_character_view_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_model_character_view; +extern GLuint _uniform_model_character_view_uPv; +extern GLuint _uniform_model_character_view_uTransforms; +extern GLuint _uniform_model_character_view_uTexMain; +extern GLuint _uniform_model_character_view_uCamera; +extern GLuint _uniform_model_character_view_g_world_depth; +extern GLuint _uniform_model_character_view_uLightsArray; +extern GLuint _uniform_model_character_view_uLightsIndex; +extern GLuint _uniform_model_character_view_uTexSceneDepth; +extern GLuint _uniform_model_character_view_uInverseRatioDepth; +extern GLuint _uniform_model_character_view_uInverseRatioMain; +extern GLuint _uniform_model_character_view_uDepthMode; +extern GLuint _uniform_model_character_view_uDitherCutoff; +static inline void shader_model_character_view_uPv(m4x4f m) { -.static_src = -"layout (location=0) in vec3 a_co;\n" -"layout (location=1) in vec3 a_norm;\n" -"layout (location=2) in vec2 a_uv;\n" -"layout (location=3) in vec4 a_colour;\n" -"layout (location=4) in vec4 a_weights;\n" -"layout (location=5) in ivec4 a_groups;\n" -"\n" -"#line 1 1 \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 9 0 \n" -"\n" -"uniform mat4 uPv;\n" -"uniform mat4x3 uTransforms[32];\n" -"\n" -"out vec4 aColour;\n" -"out vec2 aUv;\n" -"out vec3 aNorm;\n" -"out vec3 aCo;\n" -"out vec3 aWorldCo;\n" -"\n" -"void main()\n" -"{\n" -" vec4 co_local = vec4( a_co, 1.0 );\n" -" vec3 co0 = uTransforms[ a_groups[0] ] * co_local;\n" -" vec3 co1 = uTransforms[ a_groups[1] ] * co_local;\n" -" vec3 co2 = uTransforms[ a_groups[2] ] * co_local;\n" -" vec3 n0 = mat3(uTransforms[ a_groups[0] ]) * a_norm;\n" -" vec3 n1 = mat3(uTransforms[ a_groups[1] ]) * a_norm;\n" -" vec3 n2 = mat3(uTransforms[ a_groups[2] ]) * a_norm;\n" -"\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" -" 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 = -{ -.static_src = -"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" -"in vec3 aNorm;\n" -"in vec3 aCo;\n" -"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" -" vec4 g_light_directions[3];\n" -" vec4 g_ambient_colour;\n" -"\n" -" vec4 g_water_plane;\n" -" vec4 g_depth_bounds;\n" -" float g_water_fog;\n" -" int g_light_count;\n" -" int g_light_preview;\n" -" int g_shadow_samples;\n" -"\n" -" vec4 g_point_light_positions[32];\n" -" vec4 g_point_light_colours[32];\n" -"};\n" -"\n" -"uniform sampler2D g_world_depth;\n" -"\n" -"float world_depth_sample( vec3 pos )\n" -"{\n" -" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" -" return texture( g_world_depth, depth_coord ).r;\n" -"}\n" -"\n" -"float world_water_depth( vec3 pos )\n" -"{\n" -" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" -" float ref_depth = g_water_plane.y*g_water_plane.w;\n" -" return texture( g_world_depth, depth_coord ).g - 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" -"\n" -" float fdelta = height_sample - sample_pos.y;\n" -" return clamp( fdelta, 0.1, 0.2 )-0.1;\n" -"}\n" -"\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 apply_fog( vec3 vfrag, float fdist )\n" -"{\n" -" float dist = pow(fdist*0.0008,1.2);\n" -" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" -"}\n" -"\n" -"\n" -"// New lighting model\n" -"\n" -"vec3 newlight_compute_ambient()\n" -"{\n" -" return g_ambient_colour.rgb;\n" -"}\n" -"\n" -"float newlight_compute_sun_shadow()\n" -"{\n" -" if( g_shadow_samples == 0 )\n" -" {\n" -" return 1.0;\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" -"\n" -" float famt = 0.0;\n" -" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n" -" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n" -" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n" -" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n" -" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n" -" 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 )-0.1 );\n" -" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" -" player_shadow *= player_shadow*player_shadow*player_shadow;\n" -"\n" -" return 1.0 - max( player_shadow*0.8, famt );\n" -"}\n" -"\n" -"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n" -"{\n" -" vec3 vtotal = g_ambient_colour.rgb;\n" -"\n" -" for( int i=0; i