X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fviewchar.h;h=4240728007f8a1ae8f7561f0841cfd202fadeb76;hb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;hp=20f33d38fbb8bb24e95b58c5c6f9802871270c0b;hpb=f7db507815e2822d971031c30f25e02b45e9c914;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 20f33d3..4240728 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -17,11 +17,19 @@ static struct vg_shader _shader_viewchar = { "\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" @@ -70,6 +78,8 @@ static struct vg_shader _shader_viewchar = { .static_src = "uniform sampler2D uTexMain;\n" "uniform vec3 uCamera;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -154,6 +164,15 @@ static struct vg_shader _shader_viewchar = { " return mix( vfrag, g_ambient_colour.rgb, faccum );\n" "}\n" "\n" +"float sdLine( vec3 p, vec3 a, vec3 b )\n" +"{\n" +" vec3 pa = p - a;\n" +" vec3 ba = b - a;\n" +"\n" +" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n" +" return length( pa - ba*h );\n" +"}\n" +"\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" " if( g_shadow_samples == 0 )\n" @@ -174,6 +193,13 @@ static struct vg_shader _shader_viewchar = { " famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n" " famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n" " famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n" +"\n" +" // player shadow\n" +" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n" +" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" famt = max( player_shadow*0.8, famt );\n" " return mix( vfrag, g_ambient_colour.rgb, famt );\n" "}\n" "\n" @@ -183,8 +209,12 @@ static struct vg_shader _shader_viewchar = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 11 0 \n" +"#line 13 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" @@ -195,10 +225,11 @@ static struct vg_shader _shader_viewchar = { " // Write motion vectors\n" " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" -" oMotionVec = vmotion1-vmotion0;\n" +"\n" +" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 12 0 \n" +"#line 14 0 \n" "\n" "void main()\n" "{\n" @@ -210,6 +241,7 @@ static struct vg_shader _shader_viewchar = { " vec3 halfview = uCamera - aWorldCo;\n" " float fdist = length( halfview );\n" " halfview /= fdist;\n" +" fdist -= 0.08;\n" "\n" " vec3 qnorm = normalize(floor(aNorm*2.0)*0.5) + vec3(0.001,0.0,0.0);\n" "\n" @@ -218,7 +250,7 @@ static struct vg_shader _shader_viewchar = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n" +" float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n" " oColour = vec4(vfrag,opacity);\n" "}\n" ""}, @@ -228,6 +260,8 @@ static GLuint _uniform_viewchar_uPv; static GLuint _uniform_viewchar_uTransforms; static GLuint _uniform_viewchar_uTexMain; static GLuint _uniform_viewchar_uCamera; +static GLuint _uniform_viewchar_uBoard0; +static GLuint _uniform_viewchar_uBoard1; static GLuint _uniform_viewchar_g_world_depth; static void shader_viewchar_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m); @@ -238,6 +272,12 @@ static void shader_viewchar_uTexMain(int i){ static void shader_viewchar_uCamera(v3f v){ glUniform3fv(_uniform_viewchar_uCamera,1,v); } +static void shader_viewchar_uBoard0(v3f v){ + glUniform3fv(_uniform_viewchar_uBoard0,1,v); +} +static void shader_viewchar_uBoard1(v3f v){ + glUniform3fv(_uniform_viewchar_uBoard1,1,v); +} static void shader_viewchar_g_world_depth(int i){ glUniform1i(_uniform_viewchar_g_world_depth,i); } @@ -250,6 +290,8 @@ static void shader_viewchar_link(void){ _uniform_viewchar_uTransforms = glGetUniformLocation( _shader_viewchar.id, "uTransforms" ); _uniform_viewchar_uTexMain = glGetUniformLocation( _shader_viewchar.id, "uTexMain" ); _uniform_viewchar_uCamera = glGetUniformLocation( _shader_viewchar.id, "uCamera" ); + _uniform_viewchar_uBoard0 = glGetUniformLocation( _shader_viewchar.id, "uBoard0" ); + _uniform_viewchar_uBoard1 = glGetUniformLocation( _shader_viewchar.id, "uBoard1" ); _uniform_viewchar_g_world_depth = glGetUniformLocation( _shader_viewchar.id, "g_world_depth" ); } #endif /* SHADER_viewchar_H */