X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=92143b1aaef9e67f50b33a661513ae019791efbb;hb=23a1be081ab9e378cba49a23b8ed4d4082b580c1;hp=436ca1fc06559333cc88d454a6fe48c9838e21bc;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 436ca1f..92143b1 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -7,46 +7,54 @@ static struct vg_shader _shader_terrain = { .link = shader_terrain_link, .vs = { -.orig_file = "../shaders/standard.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/terrain.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" "in vec3 aNorm;\n" "in vec3 aCo;\n" +"in vec3 aWorldCo;\n" "\n" "#line 1 1 \n" "layout (std140) uniform ub_world_lighting\n" @@ -101,7 +109,7 @@ static struct vg_shader _shader_terrain = { "\n" "float shadow_sample( vec3 vdir )\n" "{\n" -" vec3 sample_pos = aCo + vdir;\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" @@ -146,7 +154,7 @@ static struct vg_shader _shader_terrain = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 13 0 \n" +"#line 16 0 \n" "\n" "void main()\n" "{\n" @@ -168,9 +176,9 @@ static struct vg_shader _shader_terrain = { " // 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" +" vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n" " vfrag = texture( uTexGradients, uvgradients ).rgb;\n" -" vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );\n" +" vfrag = mix( vfrag, uSandColour, amtsand );\n" "\n" " qnorm = mix( qnorm, aNorm, amtsand );\n" " \n" @@ -194,18 +202,20 @@ static struct vg_shader _shader_terrain = { ""}, }; -static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uMdl; +static GLuint _uniform_terrain_uPv; 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_uPv(m4x4f 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_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_terrain_uTexGarbage(int i){ glUniform1i( _uniform_terrain_uTexGarbage, i ); } @@ -215,6 +225,12 @@ static void shader_terrain_uTexGradients(int i){ static void shader_terrain_uCamera(v3f 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 ); } @@ -223,11 +239,13 @@ static void shader_terrain_register(void){ } 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_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 */