X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene_vertex_blend.h;h=376c81be8b8574262e420a40a485628690d758e5;hb=4eccfd7252f8ff165670842df537441afae5458b;hp=097046fe397afbb628d7e7472c27d9a35d6caa04;hpb=791f807111a1f740f745c67db642aa7a8bee56e8;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene_vertex_blend.h b/shaders/scene_vertex_blend.h index 097046f..376c81b 100644 --- a/shaders/scene_vertex_blend.h +++ b/shaders/scene_vertex_blend.h @@ -1,618 +1,45 @@ -#ifndef SHADER_scene_vertex_blend_H -#define SHADER_scene_vertex_blend_H -static void shader_scene_vertex_blend_link(void); -static void shader_scene_vertex_blend_register(void); -static struct vg_shader _shader_scene_vertex_blend = { - .name = "scene_vertex_blend", - .link = shader_scene_vertex_blend_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_scene_vertex_blend; +extern GLuint _uniform_scene_vertex_blend_uMdl; +extern GLuint _uniform_scene_vertex_blend_uPv; +extern GLuint _uniform_scene_vertex_blend_uPvmPrev; +extern GLuint _uniform_scene_vertex_blend_uTexGarbage; +extern GLuint _uniform_scene_vertex_blend_uTexGradients; +extern GLuint _uniform_scene_vertex_blend_uCamera; +extern GLuint _uniform_scene_vertex_blend_g_world_depth; +extern GLuint _uniform_scene_vertex_blend_uLightsArray; +extern GLuint _uniform_scene_vertex_blend_uLightsIndex; +static inline void shader_scene_vertex_blend_uMdl(m4x3f m) { -.orig_file = "shaders/scene.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" -"\n" -"flat out ivec4 light_indices;\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" -"\n" -" light_indices = a_lights;\n" -"}\n" -""}, - .fs = -{ -.orig_file = "shaders/scene_vertex_blend.fs", -.static_src = -"uniform sampler2D uTexGarbage;\n" -"uniform sampler2D uTexGradients;\n" -"uniform vec3 uCamera;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" -"\n" -"#line 1 1 \n" -"// :D\n" -"\n" -"in vec2 aUv;\n" -"in vec4 aNorm;\n" -"in vec3 aCo;\n" -"in vec3 aWorldCo;\n" -"flat in ivec4 light_indices;\n" -"\n" -"uniform samplerBuffer uLightsArray;\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" -" float g_time;\n" -" int g_light_count;\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" -"\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= 1 )\n" -" {\n" -" total_light += newlight_compute_spot\n" -" ( \n" -" wnormal, halfview,\n" -" light_colour_0.rgb,\n" -" light_co_0.xyz,\n" -" light_dir_0\n" -" ) * board_shadow \n" -" * step( world.day_phase, light_colour_0.w );\n" -"\n" -" if( light_indices.w >= 2 )\n" -" {\n" -" total_light += newlight_compute_spot\n" -" ( \n" -" wnormal, halfview,\n" -" light_colour_1.rgb,\n" -" light_co_1.xyz,\n" -" light_dir_1\n" -" ) * board_shadow\n" -" * step( world.day_phase, light_colour_1.w );\n" -"\n" -" if( light_indices.w >= 3 )\n" -" {\n" -" total_light += newlight_compute_spot\n" -" ( \n" -" wnormal, halfview,\n" -" light_colour_2.rgb,\n" -" light_co_2.xyz,\n" -" light_dir_2\n" -" ) * board_shadow\n" -" * step( world.day_phase, light_colour_2.w );\n" -" }\n" -" }\n" -" }\n" -"\n" -" vec3 fog_colour = scene_sky( -halfview, world );\n" -" \n" -" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n" -"}\n" -"\n" -"#line 8 0 \n" -"#line 1 2 \n" -"const float k_motion_lerp_amount = 0.01;\n" -"\n" -"#line 2 0 \n" -"\n" -"layout (location = 1) out vec2 oMotionVec;\n" -"\n" -"in vec3 aMotionVec0;\n" -"in vec3 aMotionVec1;\n" -"\n" -"void compute_motion_vectors()\n" -"{\n" -" // Write motion vectors\n" -" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" -" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" -"\n" -" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" -"}\n" -"\n" -"#line 9 0 \n" -"\n" -"void main()\n" -"{\n" -" compute_motion_vectors();\n" -"\n" -" vec3 vfrag = vec3(0.5,0.5,0.5);\n" -"\n" -" // ws modulation\n" -" vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);\n" -" \n" -" // Creating normal patches\n" -" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n" -" vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n" -" qnorm += vec3(0.001,0.0,0.0);\n" -"\n" -" vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n" -" vec3 tangent1 = cross(qnorm,tangent0);\n" -" vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n" -" \n" -" // Patch local noise\n" -" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n" -"\n" -" // Colour blending\n" -" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n" -" vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n" -"\n" -" vfrag = texture( uTexGradients, uvgradients ).rgb;\n" -" vfrag -= rgarbage.a*0.04;\n" -"\n" -" if( g_light_preview == 1 )\n" -" {\n" -" vfrag = vec3(0.5);\n" -" }\n" -"\n" -" vfrag = scene_do_lighting( vfrag, qnorm );\n" -" oColour = vec4(vfrag, 1.0);\n" -"}\n" -""}, -}; - -static GLuint _uniform_scene_vertex_blend_uMdl; -static GLuint _uniform_scene_vertex_blend_uPv; -static GLuint _uniform_scene_vertex_blend_uPvmPrev; -static GLuint _uniform_scene_vertex_blend_uTexGarbage; -static GLuint _uniform_scene_vertex_blend_uTexGradients; -static GLuint _uniform_scene_vertex_blend_uCamera; -static GLuint _uniform_scene_vertex_blend_uBoard0; -static GLuint _uniform_scene_vertex_blend_uBoard1; -static GLuint _uniform_scene_vertex_blend_uLightsArray; -static GLuint _uniform_scene_vertex_blend_g_world_depth; -static void shader_scene_vertex_blend_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(f32*)m); } -static void shader_scene_vertex_blend_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv,1,GL_FALSE,(float*)m); +static inline void shader_scene_vertex_blend_uPv(m4x4f m) +{ + glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv,1,GL_FALSE,(f32*)m); } -static void shader_scene_vertex_blend_uPvmPrev(m4x4f m){ - glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev,1,GL_FALSE,(float*)m); +static inline void shader_scene_vertex_blend_uPvmPrev(m4x4f m) +{ + glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev,1,GL_FALSE,(f32*)m); } -static void shader_scene_vertex_blend_uTexGarbage(int i){ +static inline void shader_scene_vertex_blend_uTexGarbage(int i) +{ glUniform1i(_uniform_scene_vertex_blend_uTexGarbage,i); } -static void shader_scene_vertex_blend_uTexGradients(int i){ +static inline void shader_scene_vertex_blend_uTexGradients(int i) +{ glUniform1i(_uniform_scene_vertex_blend_uTexGradients,i); } -static void shader_scene_vertex_blend_uCamera(v3f v){ +static inline void shader_scene_vertex_blend_uCamera(v3f v) +{ glUniform3fv(_uniform_scene_vertex_blend_uCamera,1,v); } -static void shader_scene_vertex_blend_uBoard0(v3f v){ - glUniform3fv(_uniform_scene_vertex_blend_uBoard0,1,v); -} -static void shader_scene_vertex_blend_uBoard1(v3f v){ - glUniform3fv(_uniform_scene_vertex_blend_uBoard1,1,v); -} -static void shader_scene_vertex_blend_g_world_depth(int i){ +static inline void shader_scene_vertex_blend_g_world_depth(int i) +{ glUniform1i(_uniform_scene_vertex_blend_g_world_depth,i); } -static void shader_scene_vertex_blend_register(void){ - vg_shader_register( &_shader_scene_vertex_blend ); -} -static void shader_scene_vertex_blend_use(void){ glUseProgram(_shader_scene_vertex_blend.id); } -static void shader_scene_vertex_blend_link(void){ - _uniform_scene_vertex_blend_uMdl = glGetUniformLocation( _shader_scene_vertex_blend.id, "uMdl" ); - _uniform_scene_vertex_blend_uPv = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPv" ); - _uniform_scene_vertex_blend_uPvmPrev = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPvmPrev" ); - _uniform_scene_vertex_blend_uTexGarbage = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGarbage" ); - _uniform_scene_vertex_blend_uTexGradients = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGradients" ); - _uniform_scene_vertex_blend_uCamera = glGetUniformLocation( _shader_scene_vertex_blend.id, "uCamera" ); - _uniform_scene_vertex_blend_uBoard0 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard0" ); - _uniform_scene_vertex_blend_uBoard1 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard1" ); - _uniform_scene_vertex_blend_uLightsArray = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsArray" ); - _uniform_scene_vertex_blend_g_world_depth = glGetUniformLocation( _shader_scene_vertex_blend.id, "g_world_depth" ); +static inline void shader_scene_vertex_blend_use(void); +static inline void shader_scene_vertex_blend_use(void) +{ + glUseProgram(_shader_scene_vertex_blend.id); } -#endif /* SHADER_scene_vertex_blend_H */