X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_standard.h;h=85f84673f7a74045cbf38309f26d288738683a21;hb=0ca7f5ca2560908de1a03db112df67e52b476107;hp=4948da5c883e8934f6c54e54aa328869a532967a;hpb=98b9bcf0e10bc02cf679d03fa269613e140ba878;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_standard.h b/shaders/scene_standard.h index 4948da5..85f8467 100644 --- a/shaders/scene_standard.h +++ b/shaders/scene_standard.h @@ -12,7 +12,6 @@ static struct vg_shader _shader_scene_standard = { "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec4 a_norm;\n" "layout (location=2) in vec2 a_uv;\n" -"layout (location=3) in ivec4 a_lights;\n" "\n" "#line 1 1 \n" "const float k_motion_lerp_amount = 0.01;\n" @@ -32,7 +31,7 @@ static struct vg_shader _shader_scene_standard = { " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" "}\n" "\n" -"#line 7 0 \n" +"#line 6 0 \n" "\n" "uniform mat4x3 uMdl;\n" "uniform mat4 uPv;\n" @@ -43,8 +42,6 @@ static struct vg_shader _shader_scene_standard = { "out vec3 aCo;\n" "out vec3 aWorldCo;\n" "\n" -"flat out ivec4 light_indices;\n" -"\n" "void main()\n" "{\n" " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" @@ -59,8 +56,6 @@ static struct vg_shader _shader_scene_standard = { " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n" " aCo = a_co;\n" " aWorldCo = world_pos0;\n" -"\n" -" light_indices = a_lights;\n" "}\n" ""}, .fs = @@ -81,205 +76,82 @@ static struct vg_shader _shader_scene_standard = { "in vec4 aNorm;\n" "in vec3 aCo;\n" "in vec3 aWorldCo;\n" -"flat in ivec4 light_indices;\n" -"\n" -"uniform samplerBuffer uLightsArray;\n" -"uniform usampler3D uLightsIndex;\n" "\n" "#line 1 1 \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_cube_min;\n" " vec4 g_cube_inv_range;\n" "\n" -" vec4 g_light_colours[3];\n" -" vec4 g_light_directions[3];\n" -" vec4 g_ambient_colour;\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" +"\n" " float g_water_fog;\n" " float g_time;\n" -" int g_light_count;\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" " int g_debug_indices;\n" " int g_debug_complexity;\n" -"\n" -" // g_time ?\n" -"\n" -" //vec4 g_point_light_positions[32];\n" -" //vec4 g_point_light_colours[32];\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" -"{\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 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" -"}\n" -"\n" -"float shadow_sample( vec3 vdir )\n" -"{\n" -" vec3 sample_pos = aWorldCo + vdir;\n" -" float height_sample = world_depth_sample( sample_pos );\n" -"\n" -" float fdelta = height_sample - sample_pos.y;\n" -" return clamp( fdelta, 0.1, 0.2 )-0.1;\n" -"}\n" -"\n" -"vec3 apply_fog( vec3 vfrag, float fdist )\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" -"}\n" -"\n" -"\n" -"// New lighting model\n" -"\n" -"vec3 newlight_compute_ambient()\n" -"{\n" -" return g_ambient_colour.rgb;\n" -"}\n" -"\n" -"float newlight_compute_sun_shadow( vec3 dir )\n" -"{\n" -" if( g_shadow_samples == 0 )\n" -" {\n" -" return 1.0;\n" -" }\n" -"\n" -" float fspread = g_light_colours[0].w;\n" -" vec3 vdir = dir;\n" -" float flength = g_light_directions[0].w;\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" -"\n" -" return 1.0 - famt;\n" -"}\n" -"\n" -"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n" -"{\n" -" vec3 vtotal = g_ambient_colour.rgb;\n" -"\n" -" for( int i=0; i