X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_character_view.h;h=c9feae4655028357ba922985302670b0d02abf02;hb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;hp=cf93a55a5803e1daa1666c3bf5aea36e49f86e6c;hpb=e70b6d550d63af95cafd9ffdee1918faf02a6892;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_character_view.h b/shaders/model_character_view.h index cf93a55..c9feae4 100644 --- a/shaders/model_character_view.h +++ b/shaders/model_character_view.h @@ -75,10 +75,7 @@ static struct vg_shader _shader_model_character_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" @@ -138,7 +135,7 @@ static struct vg_shader _shader_model_character_view = { "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" "\n" "const float SUN_ANGLE = 0.0001;\n" -"const float PI = 3.14159265;\n" +"const float PI = 3.14159265358979323846264;\n" "\n" "//struct world_info\n" "//{\n" @@ -150,6 +147,37 @@ static struct vg_shader _shader_model_character_view = { "// vec3 sun_dir;\n" "//};\n" "\n" +"vec3 rand33(vec3 p3)\n" +"{\n" +" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n" +" p3 += dot(p3, p3.yxz+33.33);\n" +" return fract((p3.xxy + p3.yxx)*p3.zyx);\n" +"}\n" +"\n" +"float stars( vec3 rd, float rr, float size ){\n" +" vec3 co = rd * rr;\n" +"\n" +" float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n" +"\n" +" float spaces = 1.0 / rr;\n" +" size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n" +" a -= mod(a, spaces) - spaces * 0.5;\n" +"\n" +" float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n" +" \n" +" float plane = atan(co.z, co.x) + 4.0 * PI;\n" +" plane = plane - mod(plane, PI / count);\n" +"\n" +" vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n" +"\n" +" float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n" +" float ydist = sqrt(rr * rr - level * level);\n" +" float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n" +" vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n" +" float star = smoothstep(size, 0.0, distance(center, co));\n" +" return star;\n" +"}\n" +"\n" "float luminance( vec3 v )\n" "{\n" " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n" @@ -184,8 +212,19 @@ static struct vg_shader _shader_model_character_view = { " \n" " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n" " sun_colour *= sun_shape;\n" +"\n" " \n" -" vec3 composite = sky_colour + sun_colour;\n" +" float star = 0.0;\n" +" float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n" +"\n" +" if( star_blend > 0.001 ){\n" +" for( float j = 1.0; j <= 4.1; j += 1.0 ){\n" +" float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n" +" star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n" +" }\n" +" }\n" +" \n" +" vec3 composite = sky_colour + sun_colour + star*star_blend;\n" " return composite;\n" "}\n" "\n" @@ -221,19 +260,15 @@ static struct vg_shader _shader_model_character_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" @@ -241,15 +276,15 @@ static struct vg_shader _shader_model_character_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" @@ -260,19 +295,11 @@ static struct vg_shader _shader_model_character_view = { " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" "}\n" "\n" -"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n" -"{\n" +"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n" " float dist = pow(fdist*0.0010,0.78);\n" " return mix( vfrag, colour, min( 1.0, dist ) );\n" "}\n" "\n" -"vec3 rand33(vec3 p3)\n" -"{\n" -" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n" -" p3 += dot(p3, p3.yxz+33.33);\n" -" return fract((p3.xxy + p3.yxx)*p3.zyx);\n" -"}\n" -"\n" "vec3 scene_calculate_light( int light_index, \n" " vec3 halfview, vec3 co, vec3 normal )\n" "{\n" @@ -286,7 +313,7 @@ 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" @@ -337,8 +364,8 @@ static struct vg_shader _shader_model_character_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" @@ -388,7 +415,7 @@ static struct vg_shader _shader_model_character_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" @@ -408,38 +435,130 @@ static struct vg_shader _shader_model_character_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" +"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" +"vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n" "{\n" -" compute_motion_vectors();\n" +" float fresnel = 1.0 - abs(dot(normal,halfview));\n" "\n" -" vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" -" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n" -" vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n" +" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n" +" g_sunset_phase );\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" +" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" +" vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n" +" * g_sun_colour.rgb * g_day_phase;\n" +"\n" +" float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n" +" vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n" +" g_sunset_phase );\n" +"\n" +" return ambient + (light_sun + sky_reflection) * shadow;\n" +"}\n" +"\n" +"vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n" +" float light_mask )\n" +"{\n" +" if( g_light_preview == 1 )\n" +" diffuse = vec3(0.75);\n" +"\n" +" // Lighting\n" +" vec3 halfview = uCamera - co;\n" +" float fdist = length(halfview);\n" +" halfview /= fdist;\n" +"\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 = character_clearskies_lighting( \n" +" normal, min( light_mask, world_shadow ), halfview );\n" "\n" -" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n" -" float diff = back_depth - front_depth;\n" +" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n" +" cube_coord = floor( cube_coord );\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" +" if( g_debug_indices == 1 )\n" +" {\n" +" return rand33(cube_coord);\n" +" }\n" "\n" -" if( step(0.0,diff)+dither<0.3 )\n" -" discard;\n" +" if( g_debug_complexity == 1 )\n" +" {\n" +" ivec3 coord = ivec3( cube_coord );\n" +" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n" +"\n" +" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n" +" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n" +" }\n" +"\n" +" // FIXME: this coord should absolutely must be clamped!\n" +" \n" +" ivec3 coord = ivec3( cube_coord );\n" +" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n" +"\n" +" total_light += \n" +" scene_calculate_packed_light_patch( index_sample.x,\n" +" halfview, co, normal ) \n" +" * light_mask;\n" +" total_light += \n" +" scene_calculate_packed_light_patch( index_sample.y,\n" +" halfview, co, normal )\n" +" * light_mask;\n" +"\n" +" // Take a section of the sky function to give us a matching fog colour\n" +"\n" +" vec3 fog_colour = clearskies_ambient( -halfview );\n" +" float sun_theta = dot( -halfview, g_sun_dir.xyz );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n" +" float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n" +" \n" +" vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n" +" sun_colour *= sun_shape;\n" +"\n" +" fog_colour += sun_colour;\n" +" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" +"}\n" +"\n" +"void main(){\n" +" depth_compare_dither();\n" +" compute_motion_vectors();\n" +"\n" +" vec3 qnorm = aNorm;\n" +" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n" +" vec3 composite = character_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" " oColour = vec4( composite, opacity );\n" "}\n" @@ -449,33 +568,37 @@ static struct vg_shader _shader_model_character_view = { static GLuint _uniform_model_character_view_uPv; static GLuint _uniform_model_character_view_uTransforms; static GLuint _uniform_model_character_view_uTexMain; -static GLuint _uniform_model_character_view_uTexSceneDepth; static GLuint _uniform_model_character_view_uCamera; -static GLuint _uniform_model_character_view_uInverseRatioDepth; -static GLuint _uniform_model_character_view_uInverseRatioMain; 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); } static void shader_model_character_view_uTexMain(int i){ glUniform1i(_uniform_model_character_view_uTexMain,i); } -static void shader_model_character_view_uTexSceneDepth(int i){ - glUniform1i(_uniform_model_character_view_uTexSceneDepth,i); -} static void shader_model_character_view_uCamera(v3f v){ glUniform3fv(_uniform_model_character_view_uCamera,1,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_g_world_depth(int i){ - glUniform1i(_uniform_model_character_view_g_world_depth,i); +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 ); @@ -485,12 +608,13 @@ static void shader_model_character_view_link(void){ _uniform_model_character_view_uPv = glGetUniformLocation( _shader_model_character_view.id, "uPv" ); _uniform_model_character_view_uTransforms = glGetUniformLocation( _shader_model_character_view.id, "uTransforms" ); _uniform_model_character_view_uTexMain = glGetUniformLocation( _shader_model_character_view.id, "uTexMain" ); - _uniform_model_character_view_uTexSceneDepth = glGetUniformLocation( _shader_model_character_view.id, "uTexSceneDepth" ); _uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" ); - _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_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 */