X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=8db464d8961e5e7fdf283d7aba2669f661646d65;hb=c52e639cdcf6d21f69caa9625238afded7513ca4;hp=1c87e35d351d3ef02a3450aa76f131cfb1c819a1;hpb=6d66c67945f84476d6ac75a0497007cc30bcf58c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 1c87e35..8db464d 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -7,17 +7,38 @@ static struct vg_shader _shader_terrain = { .link = shader_terrain_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" +"#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" "out vec4 aColour;\n" "out vec2 aUv;\n" @@ -27,24 +48,28 @@ static struct vg_shader _shader_terrain = { "\n" "void main()\n" "{\n" -" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" -" gl_Position = uPv * vec4( world_pos, 1.0 );\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" +" aWorldCo = world_pos0;\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/terrain.fs", .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" +"uniform vec3 uSandColour;\n" +"uniform vec2 uBlendOffset;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -53,6 +78,8 @@ static struct vg_shader _shader_terrain = { "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" @@ -64,6 +91,7 @@ static struct vg_shader _shader_terrain = { " 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" @@ -128,6 +156,11 @@ static struct vg_shader _shader_terrain = { "\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" @@ -151,32 +184,41 @@ static struct vg_shader _shader_terrain = { "}\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" -" vec3 vfrag = vec3(0.5,0.5,0.5);\n" +" compute_motion_vectors();\n" "\n" -" // ws modulation\n" -" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n" -" \n" -" // Creating normal patches\n" -" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n" -" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n" -" vec2 dir = normalize(qnorm.xz);\n" -" vec2 uvdiffuse = aCo.xz * 0.02;\n" -" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n" -" \n" -" // Patch local noise\n" -" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n" +" // Colour\n" +" // ------\n" +" vec3 vfrag = vec3(0.5,0.5,0.5);\n" "\n" " // Colour blending\n" -" float amtgrass = step(qnorm.y,0.6);\n" -" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n" -" vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );\n" +" float amtgrass = step(aNorm.y,0.6);\n" +" float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*aNorm.y,1.0);\n" +" vec2 uvgradients = aUv + vec2( amtgrass )*uBlendOffset;\n" " vfrag = texture( uTexGradients, uvgradients ).rgb;\n" -" vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n" -"\n" -" qnorm = mix( qnorm, aNorm, amtsand );\n" +" vfrag = mix( vfrag, uSandColour, amtsand );\n" " \n" " if( g_light_preview == 1 )\n" " {\n" @@ -188,50 +230,65 @@ static struct vg_shader _shader_terrain = { " float fdist = length( halfview );\n" " halfview /= fdist;\n" "\n" -" vfrag = do_light_diffuse( vfrag, qnorm );\n" -" vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );\n" +" vfrag = do_light_diffuse( vfrag, aNorm );\n" +" vfrag = do_light_spec( vfrag, aNorm, halfview, 0.1 );\n" " 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_terrain_uPv; static GLuint _uniform_terrain_uMdl; +static GLuint _uniform_terrain_uPv; +static GLuint _uniform_terrain_uPvmPrev; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; static GLuint _uniform_terrain_uCamera; +static GLuint _uniform_terrain_uSandColour; +static GLuint _uniform_terrain_uBlendOffset; static GLuint _uniform_terrain_g_world_depth; +static void shader_terrain_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m); +} static void shader_terrain_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m); } -static void shader_terrain_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m ); +static void shader_terrain_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_terrain_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_terrain_uTexGarbage(int i){ - glUniform1i( _uniform_terrain_uTexGarbage, i ); + glUniform1i(_uniform_terrain_uTexGarbage,i); } static void shader_terrain_uTexGradients(int i){ - glUniform1i( _uniform_terrain_uTexGradients, i ); + glUniform1i(_uniform_terrain_uTexGradients,i); } static void shader_terrain_uCamera(v3f v){ - glUniform3fv( _uniform_terrain_uCamera, 1, v ); + glUniform3fv(_uniform_terrain_uCamera,1,v); +} +static void shader_terrain_uSandColour(v3f v){ + glUniform3fv(_uniform_terrain_uSandColour,1,v); +} +static void shader_terrain_uBlendOffset(v2f v){ + glUniform2fv(_uniform_terrain_uBlendOffset,1,v); } static void shader_terrain_g_world_depth(int i){ - glUniform1i( _uniform_terrain_g_world_depth, i ); + glUniform1i(_uniform_terrain_g_world_depth,i); } static void shader_terrain_register(void){ vg_shader_register( &_shader_terrain ); } static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); } static void shader_terrain_link(void){ - _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" ); _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" ); + _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" ); + _uniform_terrain_uPvmPrev = glGetUniformLocation( _shader_terrain.id, "uPvmPrev" ); _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" ); _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" ); _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" ); + _uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" ); + _uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" ); _uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" ); } #endif /* SHADER_terrain_H */