X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_route.h;h=b37cf62905335e96218c7fe38cb05e44e5f924fe;hb=137d40d96fe923600d8378b8e138e3c276f27ff4;hp=bd67ea51e8f6a07f6479af7c94f8388931715a05;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_route.h b/shaders/scene_route.h index bd67ea5..b37cf62 100644 --- a/shaders/scene_route.h +++ b/shaders/scene_route.h @@ -66,8 +66,6 @@ static struct vg_shader _shader_scene_route = { "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" "uniform vec4 uColour;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "\n" "#line 1 1 \n" "// :D\n" @@ -96,9 +94,12 @@ static struct vg_shader _shader_scene_route = { " 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" " float g_time;\n" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -195,7 +196,7 @@ static struct vg_shader _shader_scene_route = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -205,9 +206,8 @@ static struct vg_shader _shader_scene_route = { "\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" +" return world_depth_sample( pos ) - ref_depth;\n" "}\n" "\n" "float shadow_sample( vec3 vdir )\n" @@ -275,18 +275,18 @@ static struct vg_shader _shader_scene_route = { " 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" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -296,20 +296,17 @@ static struct vg_shader _shader_scene_route = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 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" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" @@ -394,7 +391,8 @@ static struct vg_shader _shader_scene_route = { "float compute_board_shadow()\n" "{\n" " // player shadow\n" -" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n" +" g_board_1.xyz )-0.1 );\n" " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" " player_shadow *= player_shadow*player_shadow*player_shadow;\n" "\n" @@ -406,7 +404,7 @@ static struct vg_shader _shader_scene_route = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 9 0 \n" +"#line 7 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -426,7 +424,14 @@ static struct vg_shader _shader_scene_route = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 10 0 \n" +"#line 8 0 \n" +"\n" +"float filtered_stripe( in float p, in float ddx, in float ddy )\n" +"{\n" +" float w = max(abs(ddx), abs(ddy)) + 0.02;\n" +" float i = (abs(fract((p-0.5*w)/2.0)-0.5)-abs(fract((p+0.5*w)/2.0)-0.5))/w;\n" +" return 0.5 - i;\n" +"}\n" "\n" "void main()\n" "{\n" @@ -452,17 +457,20 @@ static struct vg_shader _shader_scene_route = { " vfrag = pow(uColour.rgb,vec3(1.0/2.2));\n" " vfrag -= rgarbage.a*0.1;\n" "\n" -" if( wgarbage.g < 0.3 )\n" +" if( wgarbage.g < 0.1 )\n" " discard;\n" "\n" +" float movep = (aUv.x + abs(aUv.y-0.5)*0.4 - g_realtime)*2.0;\n" +" float stripe = filtered_stripe( movep, dFdx(movep), dFdy(movep) );\n" +" vfrag *= 0.9+stripe*uColour.a; \n" +"\n" " if( g_light_preview == 1 )\n" " {\n" " vfrag = vec3(0.5);\n" " }\n" "\n" " // Lighting\n" -" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n" -" oColour = vec4(vfrag, 1.0);\n" +" oColour = vec4( scene_compute_lighting( vfrag, qnorm, aWorldCo ), 1.0 );\n" "}\n" ""}, }; @@ -474,8 +482,6 @@ static GLuint _uniform_scene_route_uTexGarbage; static GLuint _uniform_scene_route_uTexGradients; static GLuint _uniform_scene_route_uCamera; static GLuint _uniform_scene_route_uColour; -static GLuint _uniform_scene_route_uBoard0; -static GLuint _uniform_scene_route_uBoard1; static GLuint _uniform_scene_route_g_world_depth; static GLuint _uniform_scene_route_uLightsArray; static GLuint _uniform_scene_route_uLightsIndex; @@ -500,12 +506,6 @@ static void shader_scene_route_uCamera(v3f v){ static void shader_scene_route_uColour(v4f v){ glUniform4fv(_uniform_scene_route_uColour,1,v); } -static void shader_scene_route_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_route_uBoard0,1,v); -} -static void shader_scene_route_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_route_uBoard1,1,v); -} static void shader_scene_route_g_world_depth(int i){ glUniform1i(_uniform_scene_route_g_world_depth,i); } @@ -521,8 +521,6 @@ static void shader_scene_route_link(void){ _uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" ); _uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" ); _uniform_scene_route_uColour = glGetUniformLocation( _shader_scene_route.id, "uColour" ); - _uniform_scene_route_uBoard0 = glGetUniformLocation( _shader_scene_route.id, "uBoard0" ); - _uniform_scene_route_uBoard1 = glGetUniformLocation( _shader_scene_route.id, "uBoard1" ); _uniform_scene_route_g_world_depth = glGetUniformLocation( _shader_scene_route.id, "g_world_depth" ); _uniform_scene_route_uLightsArray = glGetUniformLocation( _shader_scene_route.id, "uLightsArray" ); _uniform_scene_route_uLightsIndex = glGetUniformLocation( _shader_scene_route.id, "uLightsIndex" );