X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fviewchar.h;h=53f073a2c6a5fd53ee4b7113ce91279a90626017;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=d7181ff4e85e213cb79ae5cce1ce1908f4c2e123;hpb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index d7181ff..53f073a 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -16,8 +16,30 @@ static struct vg_shader _shader_viewchar = { "layout (location=5) in ivec4 a_groups;\n" "\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" +"\n" +"#line 3 0 \n" "\n" "uniform mat4 uPv;\n" +"\n" +"// TODO: Send a previous transform matrix stack\n" +"//\n" "uniform mat4x3 uTransforms[32];\n" "\n" "out vec4 aColour;\n" @@ -45,15 +67,19 @@ static struct vg_shader _shader_viewchar = { " aNorm = world_normal;\n" " aCo = a_co;\n" " aWorldCo = world_pos;\n" +"\n" +" // TODO:\n" +" aMotionVec0 = vec3(1.0);\n" +" aMotionVec1 = vec3(1.0);\n" "}\n" ""}, .fs = { .static_src = -"out vec4 FragColor;\n" -"\n" "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" @@ -62,6 +88,8 @@ static struct vg_shader _shader_viewchar = { "in vec3 aWorldCo;\n" "\n" "#line 1 1 \n" +"layout (location = 0) out vec4 oColour;\n" +"\n" "layout (std140) uniform ub_world_lighting\n" "{\n" " vec4 g_light_colours[3];\n" @@ -136,6 +164,16 @@ static struct vg_shader _shader_viewchar = { " return mix( vfrag, g_ambient_colour.rgb, faccum );\n" "}\n" "\n" +"// FIXME\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" @@ -156,6 +194,13 @@ 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 )-0.03 );\n" +" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n" +" player_shadow *= player_shadow*player_shadow*player_shadow;\n" +"\n" +" famt = max( player_shadow*0.6, famt );\n" " return mix( vfrag, g_ambient_colour.rgb, famt );\n" "}\n" "\n" @@ -166,15 +211,38 @@ static struct vg_shader _shader_viewchar = { "}\n" "\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" +"in vec3 aMotionVec1;\n" +"\n" +"void compute_motion_vectors()\n" +"{\n" +" // Write motion vectors\n" +" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" +" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" +"\n" +" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" +"}\n" +"\n" +"#line 14 0 \n" "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " vec3 vfrag = texture( uTexMain, aUv ).rgb;\n" "\n" " // Lighting\n" " 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" @@ -183,8 +251,8 @@ static struct vg_shader _shader_viewchar = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" float opacity = clamp( fdist, 0.1, 1.0 );\n" -" FragColor = vec4(vfrag,opacity);\n" +" float opacity = clamp( fdist*fdist, 0.0, 1.0 );\n" +" oColour = vec4(vfrag,opacity);\n" "}\n" ""}, }; @@ -193,6 +261,8 @@ 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); @@ -203,6 +273,12 @@ 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); } @@ -215,6 +291,8 @@ 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 */