X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_sky.h;h=534d6939add1db6e121b13aad467a9d14bcfc5a1;hb=4eccfd7252f8ff165670842df537441afae5458b;hp=1559bcf94b3011f20e41792d7a34fd35b7d4e5ec;hpb=aa4c26eae2208872824e0eb5b71bc05c16d43242;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.h b/shaders/model_sky.h index 1559bcf..534d693 100644 --- a/shaders/model_sky.h +++ b/shaders/model_sky.h @@ -1,162 +1,35 @@ -#ifndef SHADER_model_sky_H -#define SHADER_model_sky_H -static void shader_model_sky_link(void); -static void shader_model_sky_register(void); -static struct vg_shader _shader_model_sky = { - .name = "model_sky", - .link = shader_model_sky_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_model_sky; +extern GLuint _uniform_model_sky_uMdl; +extern GLuint _uniform_model_sky_uPv; +extern GLuint _uniform_model_sky_uPvmPrev; +extern GLuint _uniform_model_sky_uTexGarbage; +extern GLuint _uniform_model_sky_g_world_depth; +extern GLuint _uniform_model_sky_uLightsArray; +extern GLuint _uniform_model_sky_uLightsIndex; +static inline void shader_model_sky_uMdl(m4x3f 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 mat4x3 uMdl;\n" -"uniform mat4 uPv;\n" -"uniform mat4 uPvmPrev;\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" -" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" -" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" -" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n" -"\n" -" vs_motion_out( vproj0, vproj1 );\n" -"\n" -" gl_Position = vproj0;\n" -" aWorldCo = world_pos0;\n" -" aColour = a_colour;\n" -" aUv = a_uv;\n" -" aNorm = mat3(uMdl) * a_norm;\n" -" aCo = a_co;\n" -"}\n" -""}, - .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" -"\n" -"#line 1 1 \n" -"const float k_motion_lerp_amount = 0.01;\n" -"\n" -"#line 2 0 \n" -"\n" -"layout (location = 1) out vec2 oMotionVec;\n" -"\n" -"in vec3 aMotionVec0;\n" -"in vec3 aMotionVec1;\n" -"\n" -"void compute_motion_vectors()\n" -"{\n" -" // Write motion vectors\n" -" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" -" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" -"\n" -" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" -"}\n" -"\n" -"#line 13 0 \n" -"\n" -"void main()\n" -"{\n" -" compute_motion_vectors();\n" -"\n" -" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n" -" float fblend = pow(fintensity,4.0);\n" -" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n" -" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n" -" vec3 diffuse = mix( skycolour, horizon, fblend );\n" -"\n" -" float fmove = uTime * 0.004;\n" -" vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n" -" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n" -" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n" -"\n" -" float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n" -" float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n" -"\n" -" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" -" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n" -"\n" -" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n" -" oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n" -"}\n" -""}, -}; - -static GLuint _uniform_model_sky_uMdl; -static GLuint _uniform_model_sky_uPv; -static GLuint _uniform_model_sky_uPvmPrev; -static GLuint _uniform_model_sky_uColour; -static GLuint _uniform_model_sky_uTexGarbage; -static GLuint _uniform_model_sky_uTime; -static void shader_model_sky_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(float*)m); -} -static void shader_model_sky_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_model_sky_uPv,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(f32*)m); } -static void shader_model_sky_uPvmPrev(m4x4f m){ - glUniformMatrix4fv(_uniform_model_sky_uPvmPrev,1,GL_FALSE,(float*)m); +static inline void shader_model_sky_uPv(m4x4f m) +{ + glUniformMatrix4fv(_uniform_model_sky_uPv,1,GL_FALSE,(f32*)m); } -static void shader_model_sky_uColour(v4f v){ - glUniform4fv(_uniform_model_sky_uColour,1,v); +static inline void shader_model_sky_uPvmPrev(m4x4f m) +{ + glUniformMatrix4fv(_uniform_model_sky_uPvmPrev,1,GL_FALSE,(f32*)m); } -static void shader_model_sky_uTexGarbage(int i){ +static inline void shader_model_sky_uTexGarbage(int i) +{ glUniform1i(_uniform_model_sky_uTexGarbage,i); } -static void shader_model_sky_uTime(float f){ - glUniform1f(_uniform_model_sky_uTime,f); -} -static void shader_model_sky_register(void){ - vg_shader_register( &_shader_model_sky ); +static inline void shader_model_sky_g_world_depth(int i) +{ + glUniform1i(_uniform_model_sky_g_world_depth,i); } -static void shader_model_sky_use(void){ glUseProgram(_shader_model_sky.id); } -static void shader_model_sky_link(void){ - _uniform_model_sky_uMdl = glGetUniformLocation( _shader_model_sky.id, "uMdl" ); - _uniform_model_sky_uPv = glGetUniformLocation( _shader_model_sky.id, "uPv" ); - _uniform_model_sky_uPvmPrev = glGetUniformLocation( _shader_model_sky.id, "uPvmPrev" ); - _uniform_model_sky_uColour = glGetUniformLocation( _shader_model_sky.id, "uColour" ); - _uniform_model_sky_uTexGarbage = glGetUniformLocation( _shader_model_sky.id, "uTexGarbage" ); - _uniform_model_sky_uTime = glGetUniformLocation( _shader_model_sky.id, "uTime" ); +static inline void shader_model_sky_use(void); +static inline void shader_model_sky_use(void) +{ + glUseProgram(_shader_model_sky.id); } -#endif /* SHADER_model_sky_H */