X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.h;fp=shaders%2Fvblend.h;h=26d7a51bf3946537c93bc7f7a01a2bb8578d6644;hb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;hp=0000000000000000000000000000000000000000;hpb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.h b/shaders/vblend.h new file mode 100644 index 0000000..26d7a51 --- /dev/null +++ b/shaders/vblend.h @@ -0,0 +1,169 @@ +#ifndef SHADER_vblend_H +#define SHADER_vblend_H +static void shader_vblend_link(void); +static void shader_vblend_register(void); +static struct vg_shader _shader_vblend = { + .name = "vblend", + .link = shader_vblend_link, + .vs = +{ +.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" +" 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/vblend.fs", +.static_src = +"out vec4 FragColor;\n" +"\n" +"uniform sampler2D uTexGarbage;\n" +"uniform sampler2D uTexGradients;\n" +"uniform sampler2D uTexDepth;\n" +"uniform vec4 uDepthBounds;\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" +"float sample_height( vec3 pos )\n" +"{\n" +" vec2 depth_coords = (pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n" +" return texture( uTexDepth, depth_coords ).r;\n" +"}\n" +"\n" +"float create_shadowing( vec3 vdir )\n" +"{\n" +" return clamp( sample_height( aCo+vdir ) - (aCo.y+vdir.y), 0.1, 0.2 )-0.1;\n" +"}\n" +"\n" +"void main()\n" +"{\n" +" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\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" +"\n" +" vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n" +" vec3 tangent1 = cross(qnorm,tangent0);\n" +" vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n" +" \n" +" // Patch local noise\n" +" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n" +"\n" +" // Colour blending\n" +" float fblendclip = step(0.380,aColour.r + (rgarbage.r-0.5)*-1.740)*0.320;\n" +" vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n" +"\n" +" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n" +" diffuse -= rgarbage.a*0.04;\n" +"\n" +" // Lighting\n" +" vec3 lightdir = normalize(vec3(0.5,0.5,-0.1));\n" +" vec3 shadow = vec3(0.27,0.25,0.34);\n" +" float light1 = dot( lightdir, aNorm )*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) * 0.3*rgarbage.r;\n" +" //diffuse += spec * vec3(1.0,0.8,0.8);\n" +"\n" +" float faccum = 0.0;\n" +" vec3 offs = vec3(rgarbage.x, 0.0, rgarbage.z)*4.0;\n" +" faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6);\n" +" faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6);\n" +" faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6);\n" +" faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6);\n" +" faccum += create_shadowing( vec3( 0.0, 0.5, 0.0 )*0.6*1.5+offs);\n" +" faccum += create_shadowing( vec3( 2.0, 0.3, 0.0 )*0.6*1.5);\n" +" faccum += create_shadowing( vec3( 3.0, 1.0, 0.0 )*0.6*1.5-offs);\n" +" faccum += create_shadowing( vec3( 5.0, 1.0, 0.0 )*0.6*1.5);\n" +" diffuse = mix( diffuse, vec3(0.15,0.1,0.2), min(faccum*1.0,1.0));\n" +"\n" +" FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));\n" +"}\n" +""}, +}; + +static GLuint _uniform_vblend_uPv; +static GLuint _uniform_vblend_uMdl; +static GLuint _uniform_vblend_uTexGarbage; +static GLuint _uniform_vblend_uTexGradients; +static GLuint _uniform_vblend_uTexDepth; +static GLuint _uniform_vblend_uDepthBounds; +static GLuint _uniform_vblend_uCamera; +static GLuint _uniform_vblend_uPlane; +static void shader_vblend_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m ); +} +static void shader_vblend_uMdl(m4x3f m){ + glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m ); +} +static void shader_vblend_uTexGarbage(int i){ + glUniform1i( _uniform_vblend_uTexGarbage, i ); +} +static void shader_vblend_uTexGradients(int i){ + glUniform1i( _uniform_vblend_uTexGradients, i ); +} +static void shader_vblend_uTexDepth(int i){ + glUniform1i( _uniform_vblend_uTexDepth, i ); +} +static void shader_vblend_uDepthBounds(v4f v){ + glUniform4fv( _uniform_vblend_uDepthBounds, 1, v ); +} +static void shader_vblend_uCamera(v3f v){ + glUniform3fv( _uniform_vblend_uCamera, 1, v ); +} +static void shader_vblend_uPlane(v4f v){ + glUniform4fv( _uniform_vblend_uPlane, 1, v ); +} +static void shader_vblend_register(void){ + vg_shader_register( &_shader_vblend ); +} +static void shader_vblend_use(void){ glUseProgram(_shader_vblend.id); } +static void shader_vblend_link(void){ + _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" ); + _uniform_vblend_uMdl = glGetUniformLocation( _shader_vblend.id, "uMdl" ); + _uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" ); + _uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" ); + _uniform_vblend_uTexDepth = glGetUniformLocation( _shader_vblend.id, "uTexDepth" ); + _uniform_vblend_uDepthBounds = glGetUniformLocation( _shader_vblend.id, "uDepthBounds" ); + _uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" ); + _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" ); +} +#endif /* SHADER_vblend_H */