X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_route.h;h=eea0c75bd0211b544ac9a43f78cebd4ed4a24046;hb=5f5d02725031cad23f1cab3290b8a9d661c89728;hp=b37cf62905335e96218c7fe38cb05e44e5f924fe;hpb=6190deb68aa1c9e92ede62ea05c2a755bf5516de;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_route.h b/shaders/scene_route.h index b37cf62..eea0c75 100644 --- a/shaders/scene_route.h +++ b/shaders/scene_route.h @@ -7,7 +7,7 @@ static struct vg_shader _shader_scene_route = { .link = shader_scene_route_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_route = { "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_route = { " 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" @@ -127,7 +128,7 @@ static struct vg_shader _shader_scene_route = { "//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" @@ -139,6 +140,37 @@ static struct vg_shader _shader_scene_route = { "// 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" @@ -173,8 +205,19 @@ static struct vg_shader _shader_scene_route = { " \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" -" vec3 composite = sky_colour + sun_colour;\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" @@ -210,19 +253,15 @@ static struct vg_shader _shader_scene_route = { " 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" @@ -230,15 +269,15 @@ static struct vg_shader _shader_scene_route = { " 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" @@ -249,19 +288,11 @@ static struct vg_shader _shader_scene_route = { " 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" @@ -326,8 +357,8 @@ static struct vg_shader _shader_scene_route = { " 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" @@ -478,6 +509,7 @@ static struct vg_shader _shader_scene_route = { static GLuint _uniform_scene_route_uMdl; static GLuint _uniform_scene_route_uPv; static GLuint _uniform_scene_route_uPvmPrev; +static GLuint _uniform_scene_route_uNormalMtx; static GLuint _uniform_scene_route_uTexGarbage; static GLuint _uniform_scene_route_uTexGradients; static GLuint _uniform_scene_route_uCamera; @@ -494,6 +526,9 @@ static void shader_scene_route_uPv(m4x4f m){ static void shader_scene_route_uPvmPrev(m4x4f m){ glUniformMatrix4fv(_uniform_scene_route_uPvmPrev,1,GL_FALSE,(float*)m); } +static void shader_scene_route_uNormalMtx(m3x3f m){ + glUniformMatrix3fv(_uniform_scene_route_uNormalMtx,1,GL_FALSE,(float*)m); +} static void shader_scene_route_uTexGarbage(int i){ glUniform1i(_uniform_scene_route_uTexGarbage,i); } @@ -517,6 +552,7 @@ static void shader_scene_route_link(void){ _uniform_scene_route_uMdl = glGetUniformLocation( _shader_scene_route.id, "uMdl" ); _uniform_scene_route_uPv = glGetUniformLocation( _shader_scene_route.id, "uPv" ); _uniform_scene_route_uPvmPrev = glGetUniformLocation( _shader_scene_route.id, "uPvmPrev" ); + _uniform_scene_route_uNormalMtx = glGetUniformLocation( _shader_scene_route.id, "uNormalMtx" ); _uniform_scene_route_uTexGarbage = glGetUniformLocation( _shader_scene_route.id, "uTexGarbage" ); _uniform_scene_route_uTexGradients = glGetUniformLocation( _shader_scene_route.id, "uTexGradients" ); _uniform_scene_route_uCamera = glGetUniformLocation( _shader_scene_route.id, "uCamera" );