X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_standard_alphatest.h;h=f54889965d5b7e6aa204ff9a3c3ba6377716e3f8;hb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;hp=d2d6e084fd8d13eb8328f65af9869273b963dae7;hpb=2673c575386c604fc2c0603dba2480eda05cf97a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_standard_alphatest.h b/shaders/scene_standard_alphatest.h index d2d6e08..f548899 100644 --- a/shaders/scene_standard_alphatest.h +++ b/shaders/scene_standard_alphatest.h @@ -64,8 +64,6 @@ static struct vg_shader _shader_scene_standard_alphatest = { .static_src = "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexMain;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" "\n" @@ -96,6 +94,8 @@ static struct vg_shader _shader_scene_standard_alphatest = { " 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" @@ -127,7 +127,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { "//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 +139,37 @@ static struct vg_shader _shader_scene_standard_alphatest = { "// 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 +204,19 @@ static struct vg_shader _shader_scene_standard_alphatest = { " \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" @@ -196,7 +238,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 42 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -206,24 +248,19 @@ static struct vg_shader _shader_scene_standard_alphatest = { "\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" -"{\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" @@ -231,15 +268,15 @@ static struct vg_shader _shader_scene_standard_alphatest = { " 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" @@ -250,19 +287,11 @@ static struct vg_shader _shader_scene_standard_alphatest = { " 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" @@ -276,7 +305,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { " 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" @@ -327,8 +356,8 @@ static struct vg_shader _shader_scene_standard_alphatest = { " 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" @@ -392,7 +421,8 @@ static struct vg_shader _shader_scene_standard_alphatest = { "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" @@ -404,7 +434,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { " 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" @@ -424,7 +454,7 @@ static struct vg_shader _shader_scene_standard_alphatest = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 10 0 \n" +"#line 8 0 \n" "\n" "void main()\n" "{\n" @@ -455,8 +485,6 @@ static GLuint _uniform_scene_standard_alphatest_uPv; static GLuint _uniform_scene_standard_alphatest_uPvmPrev; static GLuint _uniform_scene_standard_alphatest_uTexGarbage; static GLuint _uniform_scene_standard_alphatest_uTexMain; -static GLuint _uniform_scene_standard_alphatest_uBoard0; -static GLuint _uniform_scene_standard_alphatest_uBoard1; static GLuint _uniform_scene_standard_alphatest_uCamera; static GLuint _uniform_scene_standard_alphatest_uPlane; static GLuint _uniform_scene_standard_alphatest_g_world_depth; @@ -477,12 +505,6 @@ static void shader_scene_standard_alphatest_uTexGarbage(int i){ static void shader_scene_standard_alphatest_uTexMain(int i){ glUniform1i(_uniform_scene_standard_alphatest_uTexMain,i); } -static void shader_scene_standard_alphatest_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_standard_alphatest_uBoard0,1,v); -} -static void shader_scene_standard_alphatest_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_standard_alphatest_uBoard1,1,v); -} static void shader_scene_standard_alphatest_uCamera(v3f v){ glUniform3fv(_uniform_scene_standard_alphatest_uCamera,1,v); } @@ -502,8 +524,6 @@ static void shader_scene_standard_alphatest_link(void){ _uniform_scene_standard_alphatest_uPvmPrev = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPvmPrev" ); _uniform_scene_standard_alphatest_uTexGarbage = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexGarbage" ); _uniform_scene_standard_alphatest_uTexMain = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uTexMain" ); - _uniform_scene_standard_alphatest_uBoard0 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard0" ); - _uniform_scene_standard_alphatest_uBoard1 = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uBoard1" ); _uniform_scene_standard_alphatest_uCamera = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uCamera" ); _uniform_scene_standard_alphatest_uPlane = glGetUniformLocation( _shader_scene_standard_alphatest.id, "uPlane" ); _uniform_scene_standard_alphatest_g_world_depth = glGetUniformLocation( _shader_scene_standard_alphatest.id, "g_world_depth" );