X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscoretext.h;h=519dfbeef40b763730bf9eaf1cae911916ddf2d5;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=304715c39223e3f395e7719381b23b4989932317;hpb=4c49b11c317034277be4d117c5d2847ef2f3492b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scoretext.h b/shaders/scoretext.h index 304715c..519dfbe 100644 --- a/shaders/scoretext.h +++ b/shaders/scoretext.h @@ -7,17 +7,38 @@ static struct vg_shader _shader_scoretext = { .link = shader_scoretext_link, .vs = { -.orig_file = "../shaders/scoretext.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" -"layout (location=2) in vec4 a_colour;\n" -"layout (location=3) in vec2 a_uv;\n" +"layout (location=2) in vec2 a_uv;\n" +"layout (location=3) in vec4 a_colour;\n" +"layout (location=4) in vec4 a_weights;\n" +"layout (location=5) in ivec4 a_groups;\n" "\n" "#line 2 0 \n" +"#line 1 2 \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 3 0 \n" "\n" -"uniform mat4 uPv;\n" "uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" "\n" "uniform vec3 uInfo;\n" "\n" @@ -29,12 +50,12 @@ static struct vg_shader _shader_scoretext = { "\n" "void main()\n" "{\n" -" float w = a_colour.g + fract(uInfo.z+0.5)-0.75;\n" +" float w = (a_colour.g * 8.0)-5.5 + fract(uInfo.z+0.5);\n" " float c = -cos(w*0.2);\n" " float s = -sin(w*0.2);\n" " float r = 0.2;\n" "\n" -" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) *(3.14159265*0.5);\n" +" float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n" " float c1 = cos(w1);\n" " float s1 = sin(w1);\n" "\n" @@ -46,8 +67,16 @@ static struct vg_shader _shader_scoretext = { " mlocal[2] = vec3(0.0,0.0,1.0);\n" " mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n" "\n" -" vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);\n" -" gl_Position = uPv * vec4( world_pos, 1.0 );\n" +" vec3 local_pos = mlocal * vec4( a_co, 1.0 );\n" +" vec3 world_pos = uMdl * vec4( local_pos, 1.0 );\n" +"\n" +" vec4 vproj0 = uPv * vec4( world_pos, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( local_pos, 1.0 );\n" +"\n" +" // Output\n" +" vs_motion_out( vproj0, vproj1 );\n" +"\n" +" gl_Position = vproj0;\n" " aColour = a_colour;\n" " aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n" " aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;\n" @@ -57,13 +86,12 @@ static struct vg_shader _shader_scoretext = { ""}, .fs = { -.orig_file = "../shaders/vblend.fs", .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -72,6 +100,8 @@ static struct vg_shader _shader_scoretext = { "in vec3 aWorldCo;\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" @@ -83,6 +113,7 @@ static struct vg_shader _shader_scoretext = { " float g_water_fog;\n" " int g_light_count;\n" " int g_light_preview;\n" +" int g_shadow_samples;\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" @@ -145,8 +176,23 @@ static struct vg_shader _shader_scoretext = { " return mix( vfrag, g_ambient_colour.rgb, faccum );\n" "}\n" "\n" +"// FIXME\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 do_light_shadowing( vec3 vfrag )\n" "{\n" +" if( g_shadow_samples == 0 )\n" +" {\n" +" return vfrag;\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" @@ -160,6 +206,13 @@ static struct vg_shader _shader_scoretext = { " 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 )-0.03 );\n" +" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" famt = max( player_shadow*0.6, famt );\n" " return mix( vfrag, g_ambient_colour.rgb, famt );\n" "}\n" "\n" @@ -170,9 +223,31 @@ static struct vg_shader _shader_scoretext = { "}\n" "\n" "#line 14 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 15 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" @@ -211,50 +286,65 @@ static struct vg_shader _shader_scoretext = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" FragColor = vec4(vfrag, 1.0 );\n" +" oColour = vec4(vfrag, 1.0 );\n" "}\n" ""}, }; -static GLuint _uniform_scoretext_uPv; static GLuint _uniform_scoretext_uMdl; +static GLuint _uniform_scoretext_uPv; +static GLuint _uniform_scoretext_uPvmPrev; static GLuint _uniform_scoretext_uInfo; static GLuint _uniform_scoretext_uTexGarbage; static GLuint _uniform_scoretext_uTexGradients; static GLuint _uniform_scoretext_uCamera; +static GLuint _uniform_scoretext_uBoard0; +static GLuint _uniform_scoretext_uBoard1; static GLuint _uniform_scoretext_g_world_depth; +static void shader_scoretext_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m); +} static void shader_scoretext_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_scoretext_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m); } -static void shader_scoretext_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_scoretext_uMdl, 1, GL_FALSE, (float *)m ); +static void shader_scoretext_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_scoretext_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_scoretext_uInfo(v3f v){ - glUniform3fv( _uniform_scoretext_uInfo, 1, v ); + glUniform3fv(_uniform_scoretext_uInfo,1,v); } static void shader_scoretext_uTexGarbage(int i){ - glUniform1i( _uniform_scoretext_uTexGarbage, i ); + glUniform1i(_uniform_scoretext_uTexGarbage,i); } static void shader_scoretext_uTexGradients(int i){ - glUniform1i( _uniform_scoretext_uTexGradients, i ); + glUniform1i(_uniform_scoretext_uTexGradients,i); } static void shader_scoretext_uCamera(v3f v){ - glUniform3fv( _uniform_scoretext_uCamera, 1, v ); + glUniform3fv(_uniform_scoretext_uCamera,1,v); +} +static void shader_scoretext_uBoard0(v3f v){ + glUniform3fv(_uniform_scoretext_uBoard0,1,v); +} +static void shader_scoretext_uBoard1(v3f v){ + glUniform3fv(_uniform_scoretext_uBoard1,1,v); } static void shader_scoretext_g_world_depth(int i){ - glUniform1i( _uniform_scoretext_g_world_depth, i ); + glUniform1i(_uniform_scoretext_g_world_depth,i); } static void shader_scoretext_register(void){ vg_shader_register( &_shader_scoretext ); } static void shader_scoretext_use(void){ glUseProgram(_shader_scoretext.id); } static void shader_scoretext_link(void){ - _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" ); _uniform_scoretext_uMdl = glGetUniformLocation( _shader_scoretext.id, "uMdl" ); + _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" ); + _uniform_scoretext_uPvmPrev = glGetUniformLocation( _shader_scoretext.id, "uPvmPrev" ); _uniform_scoretext_uInfo = glGetUniformLocation( _shader_scoretext.id, "uInfo" ); _uniform_scoretext_uTexGarbage = glGetUniformLocation( _shader_scoretext.id, "uTexGarbage" ); _uniform_scoretext_uTexGradients = glGetUniformLocation( _shader_scoretext.id, "uTexGradients" ); _uniform_scoretext_uCamera = glGetUniformLocation( _shader_scoretext.id, "uCamera" ); + _uniform_scoretext_uBoard0 = glGetUniformLocation( _shader_scoretext.id, "uBoard0" ); + _uniform_scoretext_uBoard1 = glGetUniformLocation( _shader_scoretext.id, "uBoard1" ); _uniform_scoretext_g_world_depth = glGetUniformLocation( _shader_scoretext.id, "g_world_depth" ); } #endif /* SHADER_scoretext_H */