X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=a333516e453f3db277b8970a0707e2691b06d8e5;hb=a1741ec4aed057cbafff2d6bc9e5cf8a15ae322b;hp=2cdc2719dbd6a5f8dc16fe5b82d03377dae5c3b1;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 2cdc271..a333516 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -7,35 +7,40 @@ static struct vg_shader _shader_water = { .link = shader_water_link, .vs = { -.orig_file = "../shaders/standard.vs", +.orig_file = "../../shaders/standard.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" +"layout (location=2) in vec2 a_uv;\n" +"layout (location=3) in vec4 a_colour;\n" +"layout (location=4) in vec4 a_weights;\n" +"layout (location=5) in ivec4 a_groups;\n" "\n" "#line 2 0 \n" "\n" -"uniform mat4 uPv;\n" "uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" "out vec3 aNorm;\n" "out vec3 aCo;\n" +"out vec3 aWorldCo;\n" "\n" "void main()\n" "{\n" -" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n" +" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" +" gl_Position = uPv * vec4( world_pos, 1.0 );\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", +.orig_file = "../../shaders/water.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -48,10 +53,14 @@ 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" "in vec3 aCo;\n" +"in vec3 aWorldCo;\n" "\n" "#line 1 1 \n" "layout (std140) uniform ub_world_lighting\n" @@ -65,6 +74,7 @@ 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" @@ -106,7 +116,7 @@ static struct vg_shader _shader_water = { "\n" "float shadow_sample( vec3 vdir )\n" "{\n" -" vec3 sample_pos = aCo + vdir;\n" +" vec3 sample_pos = aWorldCo + vdir;\n" " float height_sample = world_depth_sample( sample_pos );\n" "\n" " float fdelta = height_sample - sample_pos.y;\n" @@ -129,6 +139,11 @@ 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" @@ -151,14 +166,12 @@ static struct vg_shader _shader_water = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 18 0 \n" +"#line 22 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" @@ -214,8 +227,8 @@ static struct vg_shader _shader_water = { ""}, }; -static GLuint _uniform_water_uPv; static GLuint _uniform_water_uMdl; +static GLuint _uniform_water_uPv; static GLuint _uniform_water_uTexMain; static GLuint _uniform_water_uTexDudv; static GLuint _uniform_water_uTexBack; @@ -223,13 +236,15 @@ 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_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_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_water_uTexMain(int i){ glUniform1i( _uniform_water_uTexMain, i ); } @@ -251,6 +266,12 @@ static void shader_water_uCamera(v3f v){ static void shader_water_uSurfaceY(float 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 ); } @@ -259,8 +280,8 @@ static void shader_water_register(void){ } 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_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" ); _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" ); _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" ); @@ -268,6 +289,8 @@ 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 */