X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=983e0ba350b100f4b82ebdd68268547639a6d213;hb=dfee9022b3513fddec36f7ea70867ee5961a44da;hp=42e87aa62a98397ac40339c4c8503fa48b2943bf;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 42e87aa..983e0ba 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -41,31 +41,55 @@ static struct vg_shader _shader_terrain = { "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" +"uniform vec3 uCamera;\n" +"uniform vec4 uPlane;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" "in vec3 aNorm;\n" "in vec3 aCo;\n" "\n" +"float water_depth( vec3 pos, vec3 dir, vec4 plane )\n" +"{\n" +" float d = dot( plane.xyz, dir );\n" +" float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n" +" return t*0.05;\n" +"}\n" +"\n" "void main()\n" "{\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 = floor(aNorm*4.0+modnorm) * 0.25;\n" -"\n" +" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm) * 0.25);\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" +" \n" +" // Patch local noise\n" " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n" +"\n" +" // Colour blending\n" " float amtgrass = step(qnorm.y,0.6);\n" +" float amtsand = min(max((aCo.y + 90.0) * -0.08,0.0)*qnorm.y,1.0);\n" " vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n" " vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n" -" \n" +" diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n" +"\n" +" // Lighting\n" +" vec3 lightdir = vec3(0.95,0.0,-0.3);\n" " vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n" -" float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n" +" float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n" +" diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n" +" \n" +" // Specular lighting\n" +" vec3 halfview = normalize( uCamera - aCo );\n" +" vec3 specdir = reflect( -lightdir, qnorm );\n" +" float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r;\n" +" diffuse += spec * vec3(1.0,0.8,0.8);\n" "\n" -" FragColor = vec4(diffuse*(1.0-light1)+diffuse*shadow*light1, 1.0);\n" +" FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n" "}\n" ""}, }; @@ -74,6 +98,8 @@ static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uMdl; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; +static GLuint _uniform_terrain_uCamera; +static GLuint _uniform_terrain_uPlane; static void shader_terrain_uPv(m4x4f m){ glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); } @@ -86,6 +112,12 @@ static void shader_terrain_uTexGarbage(int i){ static void shader_terrain_uTexGradients(int i){ glUniform1i( _uniform_terrain_uTexGradients, i ); } +static void shader_terrain_uCamera(v3f v){ + glUniform3fv( _uniform_terrain_uCamera, 1, v ); +} +static void shader_terrain_uPlane(v4f v){ + glUniform4fv( _uniform_terrain_uPlane, 1, v ); +} static void shader_terrain_register(void){ vg_shader_register( &_shader_terrain ); } @@ -95,5 +127,7 @@ static void shader_terrain_link(void){ _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" ); _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_uPlane = glGetUniformLocation( _shader_terrain.id, "uPlane" ); } #endif /* SHADER_terrain_H */