X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_terrain.h;fp=shaders%2Fscene_terrain.h;h=467cd91979c369de44f23795da8a16e7bea9eead;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=0000000000000000000000000000000000000000;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h new file mode 100644 index 0000000..467cd91 --- /dev/null +++ b/shaders/scene_terrain.h @@ -0,0 +1,381 @@ +#ifndef SHADER_scene_terrain_H +#define SHADER_scene_terrain_H +static void shader_scene_terrain_link(void); +static void shader_scene_terrain_register(void); +static struct vg_shader _shader_scene_terrain = { + .name = "scene_terrain", + .link = shader_scene_terrain_link, + .vs = +{ +.static_src = +"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" +"\n" +"#line 2 0 \n" +"\n" +"out vec3 aMotionVec0;\n" +"out vec3 aMotionVec1;\n" +"\n" +"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" +"{\n" +" // This magically solves some artifacting errors!\n" +" //\n" +" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n" +"\n" +" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" +" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" +"}\n" +"\n" +"#line 7 0 \n" +"\n" +"uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" +"\n" +"out vec2 aUv;\n" +"out vec4 aNorm;\n" +"out vec3 aCo;\n" +"out vec3 aWorldCo;\n" +"flat out ivec4 aLights;\n" +"\n" +"void main()\n" +"{\n" +" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" +" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n" +"\n" +" vs_motion_out( vproj0, vproj1 );\n" +"\n" +" gl_Position = vproj0;\n" +"\n" +" aUv = a_uv;\n" +" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n" +" aCo = a_co;\n" +" aWorldCo = world_pos0;\n" +" aLights = a_lights;\n" +"}\n" +""}, + .fs = +{ +.static_src = +"uniform sampler2D uTexGarbage;\n" +"uniform sampler2D uTexGradients;\n" +"uniform vec3 uCamera;\n" +"uniform vec3 uSandColour;\n" +"uniform vec2 uBlendOffset;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" +"\n" +"in vec2 aUv;\n" +"in vec4 aNorm;\n" +"in vec3 aCo;\n" +"in vec3 aWorldCo;\n" +"flat in ivec4 aLights;\n" +"\n" +"#line 1 1 \n" +"// :D\n" +"\n" +"#line 1 1 \n" +"layout (location = 0) out vec4 oColour;\n" +"\n" +"layout (std140) uniform ub_world_lighting\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" +" float g_water_fog;\n" +" int g_light_count;\n" +" int g_light_preview;\n" +" int g_shadow_samples;\n" +"\n" +" vec4 g_point_light_positions[32];\n" +" vec4 g_point_light_colours[32];\n" +"};\n" +"\n" +"uniform sampler2D g_world_depth;\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 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" +"float sdLine( vec3 p, vec3 a, vec3 b )\n" +"{\n" +" vec3 pa = p - a;\n" +" vec3 ba = b - a;\n" +"\n" +" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" +" return length( pa - ba*h );\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()\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 = g_light_directions[0].xyz;\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" +" // player shadow\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-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" +" return 1.0 - max( player_shadow*0.8, 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