X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_route.h;h=f136afe45d12abf3410ebf40a02ed40d56d33a89;hb=38514b4ba03412ad51df02dc2ba345e1be41005d;hp=bfa31df0b51a57204862b4e4e8af0a8367b9887b;hpb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_route.h b/shaders/scene_route.h index bfa31df..f136afe 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" @@ -69,6 +70,11 @@ static struct vg_shader _shader_scene_route = { "\n" "#line 1 1 \n" "// :D\n" +"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n" +"\n" +"#line 7 0 \n" +"#line 1 2 \n" +"// :D\n" "\n" "in vec2 aUv;\n" "in vec4 aNorm;\n" @@ -127,7 +133,7 @@ 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 +145,37 @@ 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 +210,19 @@ 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" +" 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" @@ -186,8 +234,9 @@ static struct vg_shader _shader_scene_route = { " g_sunset_phase );\n" "\n" " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n" -" vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n" -" * g_sun_colour.rgb * g_day_phase;\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" " 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" @@ -245,19 +294,11 @@ 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" @@ -400,8 +441,8 @@ static struct vg_shader _shader_scene_route = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 7 0 \n" -"#line 1 2 \n" +"#line 8 0 \n" +"#line 1 3 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" "#line 2 0 \n" @@ -420,7 +461,7 @@ static struct vg_shader _shader_scene_route = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 8 0 \n" +"#line 9 0 \n" "\n" "float filtered_stripe( in float p, in float ddx, in float ddy )\n" "{\n" @@ -474,6 +515,7 @@ 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; @@ -490,6 +532,9 @@ 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); } @@ -513,6 +558,7 @@ 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" );