X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_terrain.h;h=6d40ebda27d763c2106182d787f2ca363f13e1b8;hb=2c91a71533b4ce86b9e7fd708420ae05c74d8f52;hp=99affba5216daf502c55a706d81007d4802908d4;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_terrain.h b/shaders/scene_terrain.h index 99affba..6d40ebd 100644 --- a/shaders/scene_terrain.h +++ b/shaders/scene_terrain.h @@ -67,8 +67,6 @@ static struct vg_shader _shader_scene_terrain = { "uniform vec3 uCamera;\n" "uniform vec3 uSandColour;\n" "uniform vec2 uBlendOffset;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" "\n" "#line 1 1 \n" "// :D\n" @@ -97,9 +95,12 @@ static struct vg_shader _shader_scene_terrain = { " 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" +" float g_realtime;\n" " float g_shadow_length;\n" " float g_shadow_spread;\n" "\n" @@ -196,7 +197,7 @@ static struct vg_shader _shader_scene_terrain = { " return ambient + (light_sun + sky_reflection) * shadow;\n" "}\n" "\n" -"#line 41 0 \n" +"#line 44 0 \n" "\n" "float world_depth_sample( vec3 pos )\n" "{\n" @@ -206,24 +207,19 @@ static struct vg_shader _shader_scene_terrain = { "\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 +227,15 @@ static struct vg_shader _shader_scene_terrain = { " 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" @@ -276,18 +272,18 @@ static struct vg_shader _shader_scene_terrain = { " 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" "\n" -" if( light_dir.w < 0.999999 )\n" -" {\n" +" if( light_dir.w < 0.999999 ){\n" " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n" " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n" " }\n" "\n" -" return light_colour.rgb * attenuation * falloff;\n" +" return light_colour.rgb * attenuation * falloff \n" +" * step( g_day_phase, light_colour.w );\n" "}\n" "\n" "vec3 scene_calculate_packed_light_patch( uint packed_index, \n" @@ -297,20 +293,17 @@ static struct vg_shader _shader_scene_terrain = { "\n" " vec3 l = vec3(0.0);\n" "\n" -" if( light_count >= 1u )\n" -" {\n" +" if( light_count >= 1u ){\n" " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n" " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n" " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n" "\n" " l += scene_calculate_light( index_0, halfview, co, normal );\n" "\n" -" if( light_count >= 2u )\n" -" {\n" +" if( light_count >= 2u ){\n" " l += scene_calculate_light( index_1, halfview, co, normal );\n" "\n" -" if( light_count >= 3u )\n" -" {\n" +" if( light_count >= 3u ){\n" " l += scene_calculate_light( index_2, halfview, co, normal );\n" " }\n" " }\n" @@ -330,8 +323,8 @@ static struct vg_shader _shader_scene_terrain = { " 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" @@ -395,7 +388,8 @@ static struct vg_shader _shader_scene_terrain = { "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" @@ -407,7 +401,7 @@ static struct vg_shader _shader_scene_terrain = { " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n" "}\n" "\n" -"#line 10 0 \n" +"#line 8 0 \n" "#line 1 2 \n" "const float k_motion_lerp_amount = 0.01;\n" "\n" @@ -427,7 +421,7 @@ static struct vg_shader _shader_scene_terrain = { " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 11 0 \n" +"#line 9 0 \n" "\n" "void main()\n" "{\n" @@ -480,8 +474,6 @@ static GLuint _uniform_scene_terrain_uTexGradients; static GLuint _uniform_scene_terrain_uCamera; static GLuint _uniform_scene_terrain_uSandColour; static GLuint _uniform_scene_terrain_uBlendOffset; -static GLuint _uniform_scene_terrain_uBoard0; -static GLuint _uniform_scene_terrain_uBoard1; static GLuint _uniform_scene_terrain_g_world_depth; static GLuint _uniform_scene_terrain_uLightsArray; static GLuint _uniform_scene_terrain_uLightsIndex; @@ -509,12 +501,6 @@ static void shader_scene_terrain_uSandColour(v3f v){ static void shader_scene_terrain_uBlendOffset(v2f v){ glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v); } -static void shader_scene_terrain_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_terrain_uBoard0,1,v); -} -static void shader_scene_terrain_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_terrain_uBoard1,1,v); -} static void shader_scene_terrain_g_world_depth(int i){ glUniform1i(_uniform_scene_terrain_g_world_depth,i); } @@ -531,8 +517,6 @@ static void shader_scene_terrain_link(void){ _uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" ); _uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" ); _uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" ); - _uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" ); - _uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" ); _uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" ); _uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" ); _uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );