X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_sky.h;h=f8f88d3d1a19ef6e9c205c6006b3d943b56807bc;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=2da4c32a4c8d62b429c153f4dec52336edcc45dc;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_sky.h b/shaders/model_sky.h index 2da4c32..f8f88d3 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" @@ -63,9 +64,9 @@ static struct vg_shader _shader_model_sky = { ""}, .fs = { +.orig_file = "shaders/model_sky.fs", .static_src = "uniform sampler2D uTexGarbage;\n" -"uniform float uTime;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -73,130 +74,349 @@ static struct vg_shader _shader_model_sky = { "in vec3 aCo;\n" "in vec3 aWorldCo;\n" "\n" +"// Spooky!\n" +"const vec3 uCamera = vec3(0.0);\n" +"\n" "#line 1 1 \n" +"// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 13 0 \n" +"#line 1 2 \n" "layout (location = 0) out vec4 oColour;\n" "\n" +"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\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" +" vec4 g_cube_min;\n" +" vec4 g_cube_inv_range;\n" "\n" " vec4 g_water_plane;\n" " vec4 g_depth_bounds;\n" +"\n" +" vec4 g_daysky_colour;\n" +" vec4 g_nightsky_colour;\n" +" vec4 g_sunset_colour;\n" +" vec4 g_ambient_colour;\n" +" 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" -" int g_light_count;\n" +" float g_time;\n" +" float g_realtime;\n" +" float g_shadow_length;\n" +" float g_shadow_spread;\n" +"\n" +" float g_time_of_day;\n" +" float g_day_phase;\n" +" float g_sunset_phase;\n" +"\n" " int g_light_preview;\n" " int g_shadow_samples;\n" "\n" -" // g_time ?\n" -"\n" -" //vec4 g_point_light_positions[32];\n" -" //vec4 g_point_light_colours[32];\n" +" int g_debug_indices;\n" +" int g_debug_complexity;\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" +"uniform samplerBuffer uLightsArray;\n" +"uniform usampler3D uLightsIndex;\n" "\n" -"float world_depth_sample( vec3 pos )\n" +"#line 1 1 \n" +"//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n" +"//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n" +"//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n" +"//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n" +"//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n" +"//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n" +"\n" +"const float SUN_ANGLE = 0.0001;\n" +"const float PI = 3.14159265358979323846264;\n" +"\n" +"//struct world_info\n" +"//{\n" +"// float time,\n" +"// time_of_day,\n" +"// day_phase,\n" +"// sunset_phase;\n" +"// \n" +"// vec3 sun_dir;\n" +"//};\n" +"\n" +"vec3 rand33(vec3 p3)\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" +" 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 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" +"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 shadow_sample( vec3 vdir )\n" +"float luminance( vec3 v )\n" "{\n" -" vec3 sample_pos = aWorldCo + vdir;\n" -" float height_sample = world_depth_sample( sample_pos );\n" +" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n" +"}\n" "\n" -" float fdelta = height_sample - sample_pos.y;\n" -" return clamp( fdelta, 0.1, 0.2 )-0.1;\n" +"vec3 clearskies_ambient( vec3 dir )\n" +"{\n" +" float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n" +" float sky_gradient = dir.y;\n" +" \n" +" /* Blend phase colours */\n" +" vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n" +" ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n" +" ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n" +" \n" +" /* Add gradient */\n" +" ambient -= sky_gradient * luminance(ambient);\n" +" \n" +" return ambient;\n" "}\n" "\n" -"vec3 apply_fog( vec3 vfrag, float fdist )\n" +"vec3 clearskies_sky( vec3 ray_dir )\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" +" ray_dir.y = abs( ray_dir.y );\n" +" vec3 sky_colour = clearskies_ambient( ray_dir );\n" +" \n" +" /* Sun */\n" +" float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n" +" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n" +" float sun_shape = pow( sun_size, 2000.0 );\n" +" 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" +" \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" +"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n" +"{\n" +" float fresnel = 1.0 - abs(dot(normal,halfview));\n" +"\n" +" vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n" +" g_sunset_phase );\n" "\n" -"// New lighting model\n" +" vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" +" vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n" +" dot(normal,g_sun_dir.xyz)*0.75+0.25\n" +" ) * g_sun_colour.rgb * g_day_phase;\n" "\n" -"vec3 newlight_compute_ambient()\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" +"#line 44 0 \n" +"\n" +"float world_depth_sample( vec3 pos )\n" "{\n" -" return g_ambient_colour.rgb;\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 newlight_compute_sun_shadow()\n" +"float world_water_depth( vec3 pos )\n" "{\n" -" if( g_shadow_samples == 0 )\n" -" {\n" +" float ref_depth = g_water_plane.y*g_water_plane.w;\n" +" return world_depth_sample( pos ) - ref_depth;\n" +"}\n" +"\n" +"float shadow_sample( vec3 co ){\n" +" float height_sample = world_depth_sample( co );\n" +"\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 co, vec3 dir ){\n" +" if( g_shadow_samples == 0 ){\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" +" float fspread = g_shadow_spread;\n" +" float flength = g_shadow_length;\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" +" 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(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" "\n" -"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n" +"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n" "{\n" -" vec3 vtotal = g_ambient_colour.rgb;\n" +" vec3 specdir = reflect( -dir, wnormal );\n" +" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n" +"}\n" "\n" -" for( int i=0; i= 1u ){\n" +" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" +" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" +" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" +"\n" +" l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" vec3 specdir = reflect( -vdir, wnormal );\n" -" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n" -" return vcolour*spec*fintensity;\n" +" if( light_count >= 2u ){\n" +" l += scene_calculate_light( index_1, halfview, co, normal );\n" +"\n" +" if( light_count >= 3u ){\n" +" l += scene_calculate_light( index_2, halfview, co, normal );\n" +" }\n" +" }\n" +" }\n" +"\n" +" return l;\n" "}\n" "\n" -"vec3 newlight_compute_quadratic( vec3 wnormal, vec3 halfview, \n" -" vec3 light_pos, vec3 light_colour )\n" +"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n" +" float light_mask )\n" "{\n" -" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\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 = clearskies_lighting( \n" +" normal, min( light_mask, world_shadow ), halfview );\n" +"\n" +" vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n" +" cube_coord = floor( cube_coord );\n" +"\n" +" if( g_debug_indices == 1 )\n" +" {\n" +" return rand33(cube_coord);\n" +" }\n" "\n" -" float quadratic = dot(light_delta,light_delta);\n" -" float attenuation = 1.0f/( 1.0f + quadratic );\n" -" attenuation *= max( 0.0, dot( normalize(light_delta), wnormal ) );\n" +" if( g_debug_complexity == 1 )\n" +" {\n" +" ivec3 coord = ivec3( cube_coord );\n" +" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n" "\n" -" return light_colour*attenuation;\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" -"#line 11 0 \n" -"#line 1 2 \n" +"#line 14 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -215,7 +435,7 @@ static struct vg_shader _shader_model_sky = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 12 0 \n" +"#line 15 0 \n" "\n" "void main()\n" "{\n" @@ -223,33 +443,20 @@ static struct vg_shader _shader_model_sky = { "\n" " vec3 rd = normalize(aNorm);\n" "\n" -" float fintensity = 1.0-(abs(rd.y)*0.7);\n" -" float fblend = pow(fintensity,4.0);\n" -" vec3 horizon = vec3( 0.87, 0.93, 0.98 );\n" -" vec3 skycolour = vec3( 0.16, 0.58, 0.95 ) - rd.y*rd.y*0.5;\n" -" vec3 diffuse = mix( skycolour, horizon, fblend );\n" -"\n" -" float fmove = uTime * 0.004;\n" -" vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.05;\n" +" float fmove = g_time * 5.0;\n" +" vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;\n" " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n" " vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + 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(rd.y),0.3)*2.0;\n" "\n" -" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" -" float fhorizon = step( rd.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( clearskies_sky( -rd ) ,1.0);\n" "\n" +" vec3 cloud_colour = mix( mix(g_nightsky_colour.rgb,vec3(1.0),g_day_phase), \n" +" g_sunset_colour.rgb, g_sunset_phase );\n" "\n" -" float sundot = clamp(dot(rd, -g_light_directions[0].xyz), 0.0, 1.0);\n" -" vec3 sun = 0.25 * vec3(1.0,0.7,0.4) * pow( sundot,5.0 );\n" -" sun += 0.25 * vec3(1.0,0.8,0.6) * pow( sundot,64.0 );\n" -" sun += 0.2 * vec3(1.0,0.8,0.6) * pow( sundot,512.0 );\n" -" skycomp += sun * g_light_colours[0].rgb;\n" -"\n" -" oColour = vec4(skycomp,1.0);\n" +" oColour.rgb = mix( oColour.rgb, cloud_colour, cloud_e );\n" "}\n" ""}, }; @@ -258,8 +465,9 @@ static GLuint _uniform_model_sky_uMdl; static GLuint _uniform_model_sky_uPv; static GLuint _uniform_model_sky_uPvmPrev; static GLuint _uniform_model_sky_uTexGarbage; -static GLuint _uniform_model_sky_uTime; static GLuint _uniform_model_sky_g_world_depth; +static GLuint _uniform_model_sky_uLightsArray; +static GLuint _uniform_model_sky_uLightsIndex; static void shader_model_sky_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(float*)m); } @@ -272,9 +480,6 @@ static void shader_model_sky_uPvmPrev(m4x4f m){ static 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_g_world_depth(int i){ glUniform1i(_uniform_model_sky_g_world_depth,i); } @@ -287,7 +492,8 @@ static void shader_model_sky_link(void){ _uniform_model_sky_uPv = glGetUniformLocation( _shader_model_sky.id, "uPv" ); _uniform_model_sky_uPvmPrev = glGetUniformLocation( _shader_model_sky.id, "uPvmPrev" ); _uniform_model_sky_uTexGarbage = glGetUniformLocation( _shader_model_sky.id, "uTexGarbage" ); - _uniform_model_sky_uTime = glGetUniformLocation( _shader_model_sky.id, "uTime" ); _uniform_model_sky_g_world_depth = glGetUniformLocation( _shader_model_sky.id, "g_world_depth" ); + _uniform_model_sky_uLightsArray = glGetUniformLocation( _shader_model_sky.id, "uLightsArray" ); + _uniform_model_sky_uLightsIndex = glGetUniformLocation( _shader_model_sky.id, "uLightsIndex" ); } #endif /* SHADER_model_sky_H */