X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_override.h;h=0d7515b8c7616b864160cdbdb3bde784925962e5;hb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;hp=d43accab85b3d91bcc90f6fad46bd0f26275daac;hpb=f2c3e6ffba0231be14961f0149106cecbade8124;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_override.h b/shaders/scene_override.h index d43acca..0d7515b 100644 --- a/shaders/scene_override.h +++ b/shaders/scene_override.h @@ -7,7 +7,7 @@ static struct vg_shader _shader_scene_override = { .link = shader_scene_override_link, .vs = { -.orig_file = "shaders/scene.vs", +.orig_file = "shaders/scene_override.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec4 a_norm;\n" @@ -36,6 +36,7 @@ static struct vg_shader _shader_scene_override = { "uniform mat4x3 uMdl;\n" "uniform mat4 uPv;\n" "uniform mat4 uPvmPrev;\n" +"uniform mat3 uNormalMtx;\n" "\n" "out vec2 aUv;\n" "out vec4 aNorm;\n" @@ -53,7 +54,7 @@ static struct vg_shader _shader_scene_override = { " gl_Position = vproj0;\n" "\n" " aUv = a_uv;\n" -" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n" +" aNorm = vec4( uNormalMtx * a_norm.xyz, a_norm.w );\n" " aCo = a_co;\n" " aWorldCo = world_pos0;\n" "}\n" @@ -67,8 +68,10 @@ static struct vg_shader _shader_scene_override = { "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" "\n" -"uniform vec4 uPlayerPos;\n" -"uniform vec4 uSpawnPos;\n" +"uniform vec4 uPlayerPos; /* w: distance to uSpawnPos */\n" +"uniform vec4 uSpawnPos; /* w: inverse distance to uPlayerPos */\n" +"uniform bool uAlphatest;\n" +"uniform vec4 uMapInfo; /* x: min, y: max, z: iso line amount */\n" "\n" "#line 1 1 \n" "// :D\n" @@ -130,7 +133,7 @@ static struct vg_shader _shader_scene_override = { "//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" @@ -142,6 +145,37 @@ static struct vg_shader _shader_scene_override = { "// 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" @@ -176,8 +210,19 @@ static struct vg_shader _shader_scene_override = { " \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;\n" +" vec3 composite = sky_colour + sun_colour + star*star_blend;\n" " return composite;\n" "}\n" "\n" @@ -213,19 +258,15 @@ static struct vg_shader _shader_scene_override = { " 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" @@ -233,15 +274,15 @@ static struct vg_shader _shader_scene_override = { " 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" @@ -252,19 +293,11 @@ static struct vg_shader _shader_scene_override = { " 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" @@ -329,8 +362,8 @@ static struct vg_shader _shader_scene_override = { " 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" @@ -407,7 +440,7 @@ static struct vg_shader _shader_scene_override = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 10 0 \n" +"#line 12 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -427,10 +460,9 @@ static struct vg_shader _shader_scene_override = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 11 0 \n" +"#line 13 0 \n" "\n" -"vec2 smin( float a, float b, float k )\n" -"{\n" +"vec2 smin( float a, float b, float k ){\n" " float h = max( k-abs(a-b), 0.0 )/k;\n" " float m = h*h*0.5;\n" " float s = m*k*(1.0/2.0);\n" @@ -441,49 +473,63 @@ static struct vg_shader _shader_scene_override = { " return vec2(b-s,1.0-m);\n" "}\n" "\n" -"void main()\n" -"{\n" +"void main(){\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( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )\n" +" float dcam = (-8.0+distance( aCo, uCamera ))/4.0;\n" +" float dy0 = aCo.y - uMapInfo.x;\n" +" float dy1 = uMapInfo.y - aCo.y;\n" +"\n" +" if( min(min(dy0,dy1)*0.5, dcam) + dither < 0.51 ) \n" " discard;\n" "\n" " compute_motion_vectors();\n" "\n" -" vec3 vfrag = vec3(0.5,0.5,0.5);\n" +" vec3 vfrag = vec3(0.898,0.811,0.716);\n" " vec3 qnorm = aNorm.xyz;\n" "\n" -" if( !gl_FrontFacing ){\n" -" qnorm *= -1.0;\n" +" qnorm = normalize(floor(aNorm.xyz*4.0)*0.25);\n" +" qnorm += vec3(0.001,0.0,0.0);\n" +"\n" +" if( uAlphatest ){\n" +" vec4 vSample = texture( uTexMain, aUv );\n" +" if( vSample.a < 0.5 )\n" +" discard;\n" +" }\n" +" else{\n" " }\n" "\n" " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" -"\n" -" float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n" -" float d1 = distance( aWorldCo, uSpawnPos.xyz );\n" +" \n" +" // dots\n" +" float d0 = distance( aCo, uPlayerPos.xyz )*2.0;\n" +" float d1 = distance( aCo, uSpawnPos.xyz );\n" "\n" " vec2 dm = smin( d0, d1, 10.0 );\n" -" float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n" -"\n" +" float dd = fract(dm.x*0.2-g_realtime*0.5) * \n" +" max(0.0,1.0-dm.x*0.04) * \n" +" max(0.0,qnorm.y);\n" " vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n" "\n" -"\n" -"\n" -"\n" -" vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n" -" float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n" -" distance(uSpawnPos.xyz,uPlayerPos.xyz));\n" -"\n" +" // line\n" +" vec3 v0 = (uSpawnPos.xyz-uPlayerPos.xyz)*uSpawnPos.w;\n" +" float t = clamp( dot(aCo-uPlayerPos.xyz,v0), 0.0, uPlayerPos.w );\n" " vec3 p0 = uPlayerPos.xyz + v0*t;\n" -" float d3 = distance(p0,aWorldCo);\n" +" float d3 = distance(p0,aCo);\n" +" emit += vec3(fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2));\n" "\n" -" float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n" +" vfrag += emit;\n" "\n" -" emit += vec3(lp);\n" +" if( uMapInfo.z > 0.0 ){\n" +" float height = fract( aCo.y * 0.1 );\n" +" float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));\n" +" vfrag *= 1.0f+(lg*0.2*uMapInfo.z);\n" +" }\n" "\n" -" oColour = vec4( vfrag+emit, 1.0 );\n" +" oColour = vec4( vfrag, 1.0 );\n" +" //oColour = vec4( vfrag, 1.0 );\n" "}\n" ""}, }; @@ -491,12 +537,15 @@ static struct vg_shader _shader_scene_override = { static GLuint _uniform_scene_override_uMdl; static GLuint _uniform_scene_override_uPv; static GLuint _uniform_scene_override_uPvmPrev; +static GLuint _uniform_scene_override_uNormalMtx; static GLuint _uniform_scene_override_uTexGarbage; static GLuint _uniform_scene_override_uTexMain; static GLuint _uniform_scene_override_uCamera; static GLuint _uniform_scene_override_uPlane; static GLuint _uniform_scene_override_uPlayerPos; static GLuint _uniform_scene_override_uSpawnPos; +static GLuint _uniform_scene_override_uAlphatest; +static GLuint _uniform_scene_override_uMapInfo; static GLuint _uniform_scene_override_g_world_depth; static GLuint _uniform_scene_override_uLightsArray; static GLuint _uniform_scene_override_uLightsIndex; @@ -509,6 +558,9 @@ static void shader_scene_override_uPv(m4x4f m){ static void shader_scene_override_uPvmPrev(m4x4f m){ glUniformMatrix4fv(_uniform_scene_override_uPvmPrev,1,GL_FALSE,(float*)m); } +static void shader_scene_override_uNormalMtx(m3x3f m){ + glUniformMatrix3fv(_uniform_scene_override_uNormalMtx,1,GL_FALSE,(float*)m); +} static void shader_scene_override_uTexGarbage(int i){ glUniform1i(_uniform_scene_override_uTexGarbage,i); } @@ -527,6 +579,12 @@ static void shader_scene_override_uPlayerPos(v4f v){ static void shader_scene_override_uSpawnPos(v4f v){ glUniform4fv(_uniform_scene_override_uSpawnPos,1,v); } +static void shader_scene_override_uAlphatest(int b){ + glUniform1i(_uniform_scene_override_uAlphatest,b); +} +static void shader_scene_override_uMapInfo(v4f v){ + glUniform4fv(_uniform_scene_override_uMapInfo,1,v); +} static void shader_scene_override_g_world_depth(int i){ glUniform1i(_uniform_scene_override_g_world_depth,i); } @@ -538,12 +596,15 @@ static void shader_scene_override_link(void){ _uniform_scene_override_uMdl = glGetUniformLocation( _shader_scene_override.id, "uMdl" ); _uniform_scene_override_uPv = glGetUniformLocation( _shader_scene_override.id, "uPv" ); _uniform_scene_override_uPvmPrev = glGetUniformLocation( _shader_scene_override.id, "uPvmPrev" ); + _uniform_scene_override_uNormalMtx = glGetUniformLocation( _shader_scene_override.id, "uNormalMtx" ); _uniform_scene_override_uTexGarbage = glGetUniformLocation( _shader_scene_override.id, "uTexGarbage" ); _uniform_scene_override_uTexMain = glGetUniformLocation( _shader_scene_override.id, "uTexMain" ); _uniform_scene_override_uCamera = glGetUniformLocation( _shader_scene_override.id, "uCamera" ); _uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" ); _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" ); _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" ); + _uniform_scene_override_uAlphatest = glGetUniformLocation( _shader_scene_override.id, "uAlphatest" ); + _uniform_scene_override_uMapInfo = glGetUniformLocation( _shader_scene_override.id, "uMapInfo" ); _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" ); _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" ); _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );