X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;fp=shaders%2Fwater.h;h=e9c08835bdb4794409a060e3f3beccd2ca96cba9;hb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;hp=995cdb8012adf7b69c119c254c098afa02f04c74;hpb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 995cdb8..e9c0883 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -7,7 +7,7 @@ static struct vg_shader _shader_water = { .link = shader_water_link, .vs = { -.orig_file = "../shaders/water.vs", +.orig_file = "../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -18,28 +18,102 @@ static struct vg_shader _shader_water = { "\n" "uniform mat4 uPv;\n" "uniform mat4x3 uMdl;\n" -"uniform vec4 uDepthBounds;\n" "\n" -"out vec4 aUv;\n" +"out vec4 aColour;\n" +"out vec2 aUv;\n" +"out vec3 aNorm;\n" "out vec3 aCo;\n" -"out float aDepth;\n" "\n" "void main()\n" "{\n" -" vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n" -" gl_Position = uPv * vec4(world_pos,1.0);\n" -"\n" -" vec2 depth_coords = (world_pos.xz-uDepthBounds.xy)*uDepthBounds.zw;\n" -" aUv = vec4(world_pos.xz*0.005,depth_coords);\n" -" aCo = world_pos;\n" -"\n" -" aDepth = gl_Position.z;\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/water.fs", .static_src = +"out vec4 FragColor;\n" +"\n" +"uniform sampler2D uTexMain;\n" +"uniform sampler2D uTexDudv;\n" +"uniform sampler2D uTexBack;\n" +"\n" +"uniform vec2 uInvRes;\n" +"uniform float uTime;\n" +"uniform vec3 uCamera;\n" +"uniform float uSurfaceY;\n" +"\n" +"in vec4 aColour;\n" +"in vec2 aUv;\n" +"in vec3 aNorm;\n" +"in vec3 aCo;\n" +"\n" +"#line 1 1 \n" +"layout (std140) uniform ub_world_lighting\n" +"{\n" +" vec3 g_directional;\n" +" vec3 g_sun_colour;\n" +" vec3 g_shadow_colour;\n" +" vec4 g_water_plane;\n" +" vec4 g_depth_bounds;\n" +" float g_water_fog;\n" +"};\n" +"\n" +"uniform sampler2D g_world_depth;\n" +"\n" +"// Standard diffuse + spec models\n" +"// ==============================\n" +"\n" +"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n" +"{\n" +" float flight = dot( g_directional, wnormal )*0.5+0.5;\n" +" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n" +"}\n" +"\n" +"vec3 do_light_spec( vec3 vfrag, vec3 wnormal, vec3 halfview, float fintensity )\n" +"{\n" +" vec3 specdir = reflect( -g_directional, wnormal );\n" +" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n" +" return vfrag + g_sun_colour*spec*fintensity;\n" +"}\n" +"\n" +"float world_depth_sample( vec3 pos )\n" +"{\n" +" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n" +" return texture( g_world_depth, depth_coord ).r;\n" +"}\n" +"\n" +"float shadow_sample( vec3 vdir )\n" +"{\n" +" vec3 sample_pos = aCo + vdir;\n" +" float height_sample = world_depth_sample( sample_pos );\n" +"\n" +" float fdelta = height_sample - sample_pos.y;\n" +" return clamp( fdelta, 0.1, 0.2 )-0.1;\n" +"}\n" +"\n" +"vec3 do_light_shadowing( vec3 vfrag )\n" +"{\n" +" float faccum = 0.0;\n" +" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 ));\n" +" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 ));\n" +" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 ));\n" +" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 ));\n" +" faccum += shadow_sample( vec3( 0.0, 0.5, 0.0 )*1.5);\n" +" faccum += shadow_sample( vec3( 2.0, 0.3, 0.0 )*1.5);\n" +" faccum += shadow_sample( vec3( 3.0, 1.0, 0.0 )*1.5);\n" +" faccum += shadow_sample( vec3( 5.0, 1.0, 0.0 )*1.5);\n" +" return mix( vfrag, g_shadow_colour, faccum );\n" +"}\n" +"\n" +"\n" +"#line 18 0 \n" +"\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n" "{\n" @@ -63,35 +137,18 @@ static struct vg_shader _shader_water = { " return vec4( vsurface,depthblend );\n" "}\n" "\n" -"#line 2 0 \n" -"\n" -"out vec4 FragColor;\n" -"\n" -"uniform sampler2D uTexMain;\n" -"uniform sampler2D uTexDudv;\n" -"uniform sampler2D uTexDepth;\n" -"uniform sampler2D uTexBack;\n" -"\n" -"uniform vec2 uInvRes;\n" -"uniform float uTime;\n" -"\n" -"uniform vec3 uCamera;\n" -"uniform float uSurfaceY;\n" -"\n" -"in vec4 aUv;\n" -"in vec3 aCo;\n" -"in float aDepth;\n" -"\n" "void main()\n" "{\n" " // Create texture coords\n" " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" " \n" " // Surface colour composite\n" -" float depthvalue = texture( uTexDepth, aUv.zw ).r;\n" +" float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n" "\n" -" vec4 dudva = texture(uTexDudv, aUv.xy + vec2(uTime*0.008,uTime*0.006))-0.5;\n" -" vec4 dudvb = texture(uTexDudv, aUv.xy*7.0-vec2(uTime*0.003,uTime*0.03))-0.5;\n" +" vec2 world_coord = aCo.xz * 0.008;\n" +" vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n" +" vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n" +" vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n" "\n" " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n" " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n" @@ -108,8 +165,6 @@ static struct vg_shader _shader_water = { " vec4 beneath = texture( uTexBack, ssuv );\n" "\n" " // Fog\n" -" //vec4 horizon = vec4( 0.5, 0.6, 0.9, 1.0 );\n" -" vec4 horizon = vec4( 0.7,0.8,0.88, 1.0 );\n" " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n" "\n" " // Composite\n" @@ -122,33 +177,26 @@ static struct vg_shader _shader_water = { static GLuint _uniform_water_uPv; static GLuint _uniform_water_uMdl; -static GLuint _uniform_water_uDepthBounds; static GLuint _uniform_water_uTexMain; static GLuint _uniform_water_uTexDudv; -static GLuint _uniform_water_uTexDepth; static GLuint _uniform_water_uTexBack; static GLuint _uniform_water_uInvRes; static GLuint _uniform_water_uTime; static GLuint _uniform_water_uCamera; static GLuint _uniform_water_uSurfaceY; +static GLuint _uniform_water_g_world_depth; static void shader_water_uPv(m4x4f m){ glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m ); } static void shader_water_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m ); } -static void shader_water_uDepthBounds(v4f v){ - glUniform4fv( _uniform_water_uDepthBounds, 1, v ); -} static void shader_water_uTexMain(int i){ glUniform1i( _uniform_water_uTexMain, i ); } static void shader_water_uTexDudv(int i){ glUniform1i( _uniform_water_uTexDudv, i ); } -static void shader_water_uTexDepth(int i){ - glUniform1i( _uniform_water_uTexDepth, i ); -} static void shader_water_uTexBack(int i){ glUniform1i( _uniform_water_uTexBack, i ); } @@ -164,6 +212,9 @@ static void shader_water_uCamera(v3f v){ static void shader_water_uSurfaceY(float f){ glUniform1f( _uniform_water_uSurfaceY, f ); } +static void shader_water_g_world_depth(int i){ + glUniform1i( _uniform_water_g_world_depth, i ); +} static void shader_water_register(void){ vg_shader_register( &_shader_water ); } @@ -171,14 +222,13 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); } static void shader_water_link(void){ _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" ); - _uniform_water_uDepthBounds = glGetUniformLocation( _shader_water.id, "uDepthBounds" ); _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" ); _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" ); - _uniform_water_uTexDepth = glGetUniformLocation( _shader_water.id, "uTexDepth" ); _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" ); _uniform_water_uInvRes = glGetUniformLocation( _shader_water.id, "uInvRes" ); _uniform_water_uTime = glGetUniformLocation( _shader_water.id, "uTime" ); _uniform_water_uCamera = glGetUniformLocation( _shader_water.id, "uCamera" ); _uniform_water_uSurfaceY = glGetUniformLocation( _shader_water.id, "uSurfaceY" ); + _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" ); } #endif /* SHADER_water_H */