X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_sky.h;h=2fb62ff6564cd9fa84d5cb21c294957046ec21f4;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=1559bcf94b3011f20e41792d7a34fd35b7d4e5ec;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.h b/shaders/model_sky.h index 1559bcf..2fb62ff 100644 --- a/shaders/model_sky.h +++ b/shaders/model_sky.h @@ -7,6 +7,7 @@ static struct vg_shader _shader_model_sky = { .link = shader_model_sky_link, .vs = { +.orig_file = "shaders/model.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -63,19 +64,168 @@ static struct vg_shader _shader_model_sky = { ""}, .fs = { +.orig_file = "shaders/model_sky.fs", .static_src = -"layout (location = 0) out vec4 oColour;\n" -"\n" -"uniform vec4 uColour;\n" "uniform sampler2D uTexGarbage;\n" -"uniform float uTime;\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" +" float g_time;\n" +" int g_light_count;\n" +" int g_light_preview;\n" +" int g_shadow_samples;\n" +"\n" +" int g_debug_indices;\n" +" int g_debug_complexity;\n" +"\n" +" // g_time ?\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" +"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( vec3 dir )\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 = dir;\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" +" return 1.0 - 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