X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.h;h=b93549bcd37165a9e9c32859d4365335dbea4935;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=55a2046ba92e1b85711138730201cd5eaf93387b;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.h b/shaders/sky.h index 55a2046..b93549b 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -7,39 +7,44 @@ static struct vg_shader _shader_sky = { .link = shader_sky_link, .vs = { -.orig_file = "../shaders/standard.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" "\n" -"uniform mat4 uPv;\n" "uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" "out vec3 aNorm;\n" "out vec3 aCo;\n" +"out vec3 aWorldCo;\n" "\n" "void main()\n" "{\n" -" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n" +" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" +" gl_Position = uPv * vec4( world_pos, 1.0 );\n" " aColour = a_colour;\n" " aUv = a_uv;\n" " aNorm = mat3(uMdl) * a_norm;\n" " aCo = a_co;\n" +" aWorldCo = world_pos;\n" "}\n" ""}, .fs = { -.orig_file = "../shaders/sky.fs", .static_src = "out vec4 FragColor;\n" "\n" "uniform vec4 uColour;\n" +"uniform sampler2D uTexGarbage;\n" +"uniform float uTime;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -49,36 +54,57 @@ static struct vg_shader _shader_sky = { "void main()\n" "{\n" " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n" -" float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n" -" float fblend = pow(fintensity,6.0) * angle;\n" -" vec3 horizon = vec3(0.9,0.9,0.8);\n" -" vec3 skycolour = vec3(0.4,0.5,0.8);\n" +" float fblend = pow(fintensity,4.0);\n" +" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n" +" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n" " vec3 diffuse = mix( skycolour, horizon, fblend );\n" "\n" -" FragColor = vec4(diffuse,1.0);\n" +" float fmove = uTime * 0.004;\n" +" vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n" +" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n" +" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n" +"\n" +" float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n" +" float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n" +"\n" +" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n" +" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n" +"\n" +" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n" +" FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);\n" "}\n" ""}, }; -static GLuint _uniform_sky_uPv; static GLuint _uniform_sky_uMdl; +static GLuint _uniform_sky_uPv; static GLuint _uniform_sky_uColour; -static void shader_sky_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m ); -} +static GLuint _uniform_sky_uTexGarbage; +static GLuint _uniform_sky_uTime; static void shader_sky_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m); +} +static void shader_sky_uPv(m4x4f m){ + glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m); } static void shader_sky_uColour(v4f v){ - glUniform4fv( _uniform_sky_uColour, 1, v ); + glUniform4fv(_uniform_sky_uColour,1,v); +} +static void shader_sky_uTexGarbage(int i){ + glUniform1i(_uniform_sky_uTexGarbage,i); +} +static void shader_sky_uTime(float f){ + glUniform1f(_uniform_sky_uTime,f); } static void shader_sky_register(void){ vg_shader_register( &_shader_sky ); } static void shader_sky_use(void){ glUseProgram(_shader_sky.id); } static void shader_sky_link(void){ - _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" ); _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" ); + _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" ); _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" ); + _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" ); + _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" ); } #endif /* SHADER_sky_H */