X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=9bbb939439e330b0e1e1b9b1d9447deff45bfd09;hb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;hp=e10d371293468abb2aac8c0a1f86729803cb5803;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index e10d371..9bbb939 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -9,37 +9,125 @@ static struct vg_shader _shader_terrain = { { .orig_file = "../shaders/terrain.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" +"\n" +"#line 2 0 \n" +"\n" +"uniform mat4 uPv;\n" "uniform mat4x3 uMdl;\n" "\n" +"out vec4 aColour;\n" +"out vec2 aUv;\n" +"out vec3 aNorm;\n" +"out vec3 aCo;\n" +"\n" "void main()\n" "{\n" -"\n" +" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n" +" aColour = a_colour;\n" +" aUv = a_uv;\n" +" aNorm = mat3(uMdl) * a_norm;\n" +" aCo = a_co;\n" "}\n" ""}, .fs = { .orig_file = "../shaders/terrain.fs", .static_src = -"// Nothing\n" +"out vec4 FragColor;\n" "\n" -"#line 2 0 \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*0.04;\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 = 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" +" // 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 - 10.0) * -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" +" 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 = vec3(0.3,0.25,0.34);\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, water_depth(aCo,halfview,uPlane));\n" "}\n" ""}, }; +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 ); +} static void shader_terrain_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_terrain_uTexGarbage(int i){ + glUniform1i( _uniform_terrain_uTexGarbage, 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 ); } 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_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 */