X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=e9c08835bdb4794409a060e3f3beccd2ca96cba9;hb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;hp=67b07454cbb3eb7a22117bc0d51a49feba8c56de;hpb=dfee9022b3513fddec36f7ea70867ee5961a44da;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 67b0745..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" @@ -18,22 +18,19 @@ 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*0.01,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 = @@ -44,93 +41,162 @@ static struct vg_shader _shader_water = { "\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 vec4 aColour;\n" +"in vec2 aUv;\n" +"in vec3 aNorm;\n" "in vec3 aCo;\n" -"in float aDepth;\n" "\n" -"void main()\n" +"#line 1 1 \n" +"layout (std140) uniform ub_world_lighting\n" "{\n" -" // Reflected and warped texture\n" -" vec2 ssuv = gl_FragCoord.xy*uInvRes;\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" -" vec4 dudva = texture( uTexDudv, aUv.xy - vec2(uTime*0.004f,uTime*0.003f) );\n" -" vec4 dudvb = texture( uTexDudv, aUv.xy*0.7 - vec2(uTime*0.01,uTime*0.0054) );\n" -" vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 0.6;\n" +"uniform sampler2D g_world_depth;\n" "\n" -" vec4 reflected = texture( uTexMain, ssuv+distortamt );\n" -" \n" -" // Surface colour composite\n" -" float depthvalue = texture( uTexDepth, aUv.zw ).r;\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" " 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, pow(depthvalue,1.8))*1.5;\n" -" \n" -" // Foam\n" -" float fband = fract( aCo.z*0.1+uTime*0.1-depthvalue*10.0 );\n" -" fband = step( fband+dudvb.g*0.8, 0.5 ) * max((1.0-depthvalue*4.0),0.0);\n" +" vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n" "\n" -" // Lighting\n" -" vec3 surfnorm = vec3(distortamt.x,1.0,distortamt.y);\n" -" \n" -" vec3 halfview = -normalize( aCo-uCamera );\n" -" float ffresnel = pow(1.0-dot( surfnorm, halfview ),5.0);\n" +" float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n" "\n" " vec3 lightdir = vec3(0.95,0.0,-0.3);\n" -" vec3 specdir = reflect( -lightdir, surfnorm );\n" +" vec3 specdir = reflect( -lightdir, vnorm );\n" " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n" " \n" " // Depth \n" -" vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );\n" -" float depthblend = pow(backsample.a,0.8);\n" +" float depthblend = pow( beneath.a,0.8 );\n" "\n" " // Composite\n" -" vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );\n" -" vsurface += spec;\n" +" vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n" +" //vsurface += spec;\n" +"\n" +" return vec4( vsurface,depthblend );\n" +"}\n" +"\n" +"void main()\n" +"{\n" +" // Create texture coords\n" +" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" +" \n" +" // Surface colour composite\n" +" float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n" +"\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" " \n" -" FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );\n" +" // Foam\n" +" float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n" +" fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n" +"\n" +" // Lighting\n" +" vec3 halfview = -normalize( aCo-uCamera );\n" +"\n" +" // Sample textures\n" +" vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n" +" vec4 beneath = texture( uTexBack, ssuv );\n" +"\n" +" // Fog\n" +" float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n" +"\n" +" // 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" "}\n" ""}, }; 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 ); } @@ -146,6 +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 ); } @@ -153,14 +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 */