X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=109f29dd5b11af7e38650924563de1689cb5719b;hb=a1adba47558099cab82aa6d10abdc1dca11d3342;hp=ca3ab47340ffdb343247e88a65d8c3d312083aa3;hpb=15beb60ade240af4e00b0d204f7e89a4d35dca36;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index ca3ab47..109f29d 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_water = { .link = shader_water_link, .vs = { -.orig_file = "../../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -17,9 +16,21 @@ static struct vg_shader _shader_water = { "layout (location=5) in ivec4 a_groups;\n" "\n" "#line 2 0 \n" +"#line 1 2 \n" +"out vec3 aMotionVec0;\n" +"out vec3 aMotionVec1;\n" +"\n" +"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n" +"{\n" +" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" +" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" +"}\n" +"\n" +"#line 3 0 \n" "\n" "uniform mat4x3 uMdl;\n" "uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" @@ -29,21 +40,23 @@ static struct vg_shader _shader_water = { "\n" "void main()\n" "{\n" -" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" -" gl_Position = uPv * vec4( world_pos, 1.0 );\n" +" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n" +" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n" +"\n" +" vs_motion_out( vproj0, vproj1 );\n" +"\n" +" gl_Position = vproj0;\n" +" aWorldCo = world_pos0;\n" " aColour = a_colour;\n" " aUv = a_uv;\n" " aNorm = mat3(uMdl) * a_norm;\n" " aCo = a_co;\n" -" aWorldCo = world_pos;\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" @@ -53,6 +66,9 @@ static struct vg_shader _shader_water = { "uniform vec3 uCamera;\n" "uniform float uSurfaceY;\n" "\n" +"uniform vec3 uShoreColour;\n" +"uniform vec3 uOceanColour;\n" +"\n" "in vec4 aColour;\n" "in vec2 aUv;\n" "in vec3 aNorm;\n" @@ -60,6 +76,8 @@ static struct vg_shader _shader_water = { "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" @@ -71,6 +89,7 @@ static struct vg_shader _shader_water = { " float g_water_fog;\n" " int g_light_count;\n" " int g_light_preview;\n" +" int g_shadow_samples;\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" @@ -135,6 +154,11 @@ static struct vg_shader _shader_water = { "\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" +" if( g_shadow_samples == 0 )\n" +" {\n" +" return vfrag;\n" +" }\n" +"\n" " float fspread = g_light_colours[0].w;\n" " vec3 vdir = g_light_directions[0].xyz;\n" " float flength = g_light_directions[0].w;\n" @@ -157,14 +181,27 @@ static struct vg_shader _shader_water = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 19 0 \n" +"#line 20 0 \n" +"#line 1 2 \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" +" oMotionVec = vmotion1-vmotion0;\n" +"}\n" +"\n" +"#line 21 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n" "{\n" -" vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n" -" vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n" -" vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n" +" vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n" "\n" " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n" "\n" @@ -184,6 +221,8 @@ static struct vg_shader _shader_water = { "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " // Create texture coords\n" " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" " \n" @@ -215,13 +254,14 @@ static struct vg_shader _shader_water = { " // Composite\n" " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n" " vsurface.a -= fdist;\n" -" FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n" +" oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n" "}\n" ""}, }; static GLuint _uniform_water_uMdl; static GLuint _uniform_water_uPv; +static GLuint _uniform_water_uPvmPrev; static GLuint _uniform_water_uTexMain; static GLuint _uniform_water_uTexDudv; static GLuint _uniform_water_uTexBack; @@ -229,36 +269,47 @@ static GLuint _uniform_water_uInvRes; static GLuint _uniform_water_uTime; static GLuint _uniform_water_uCamera; static GLuint _uniform_water_uSurfaceY; +static GLuint _uniform_water_uShoreColour; +static GLuint _uniform_water_uOceanColour; static GLuint _uniform_water_g_world_depth; static void shader_water_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m); } static void shader_water_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m); +} +static void shader_water_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_water_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_water_uTexMain(int i){ - glUniform1i( _uniform_water_uTexMain, i ); + glUniform1i(_uniform_water_uTexMain,i); } static void shader_water_uTexDudv(int i){ - glUniform1i( _uniform_water_uTexDudv, i ); + glUniform1i(_uniform_water_uTexDudv,i); } static void shader_water_uTexBack(int i){ - glUniform1i( _uniform_water_uTexBack, i ); + glUniform1i(_uniform_water_uTexBack,i); } static void shader_water_uInvRes(v2f v){ - glUniform2fv( _uniform_water_uInvRes, 1, v ); + glUniform2fv(_uniform_water_uInvRes,1,v); } static void shader_water_uTime(float f){ - glUniform1f( _uniform_water_uTime, f ); + glUniform1f(_uniform_water_uTime,f); } static void shader_water_uCamera(v3f v){ - glUniform3fv( _uniform_water_uCamera, 1, v ); + glUniform3fv(_uniform_water_uCamera,1,v); } static void shader_water_uSurfaceY(float f){ - glUniform1f( _uniform_water_uSurfaceY, f ); + glUniform1f(_uniform_water_uSurfaceY,f); +} +static void shader_water_uShoreColour(v3f v){ + glUniform3fv(_uniform_water_uShoreColour,1,v); +} +static void shader_water_uOceanColour(v3f v){ + glUniform3fv(_uniform_water_uOceanColour,1,v); } static void shader_water_g_world_depth(int i){ - glUniform1i( _uniform_water_g_world_depth, i ); + glUniform1i(_uniform_water_g_world_depth,i); } static void shader_water_register(void){ vg_shader_register( &_shader_water ); @@ -267,6 +318,7 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); } static void shader_water_link(void){ _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" ); _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); + _uniform_water_uPvmPrev = glGetUniformLocation( _shader_water.id, "uPvmPrev" ); _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" ); _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" ); _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" ); @@ -274,6 +326,8 @@ static void shader_water_link(void){ _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_uShoreColour = glGetUniformLocation( _shader_water.id, "uShoreColour" ); + _uniform_water_uOceanColour = glGetUniformLocation( _shader_water.id, "uOceanColour" ); _uniform_water_g_world_depth = glGetUniformLocation( _shader_water.id, "g_world_depth" ); } #endif /* SHADER_water_H */