X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=ff5e6ced89ff24a97337487bcc5dd1cfee34e3b3;hb=2383f834f7c7890b12fd4fee9387f4cd3ca3b1e0;hp=109f29dd5b11af7e38650924563de1689cb5719b;hpb=f7db507815e2822d971031c30f25e02b45e9c914;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 109f29d..ff5e6ce 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -17,11 +17,19 @@ static struct vg_shader _shader_water = { "\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" @@ -65,6 +73,8 @@ static struct vg_shader _shader_water = { "uniform float uTime;\n" "uniform vec3 uCamera;\n" "uniform float uSurfaceY;\n" +"uniform vec3 uBoard0;\n" +"uniform vec3 uBoard1;\n" "\n" "uniform vec3 uShoreColour;\n" "uniform vec3 uOceanColour;\n" @@ -152,6 +162,16 @@ static struct vg_shader _shader_water = { " 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" @@ -172,6 +192,13 @@ static struct vg_shader _shader_water = { " 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" @@ -181,8 +208,12 @@ static struct vg_shader _shader_water = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 20 0 \n" +"#line 22 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" @@ -193,10 +224,11 @@ static struct vg_shader _shader_water = { " // Write motion vectors\n" " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" -" oMotionVec = vmotion1-vmotion0;\n" +"\n" +" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" "}\n" "\n" -"#line 21 0 \n" +"#line 23 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n" @@ -269,6 +301,8 @@ static GLuint _uniform_water_uInvRes; static GLuint _uniform_water_uTime; static GLuint _uniform_water_uCamera; static GLuint _uniform_water_uSurfaceY; +static GLuint _uniform_water_uBoard0; +static GLuint _uniform_water_uBoard1; static GLuint _uniform_water_uShoreColour; static GLuint _uniform_water_uOceanColour; static GLuint _uniform_water_g_world_depth; @@ -302,6 +336,12 @@ static void shader_water_uCamera(v3f v){ static void shader_water_uSurfaceY(float f){ glUniform1f(_uniform_water_uSurfaceY,f); } +static void shader_water_uBoard0(v3f v){ + glUniform3fv(_uniform_water_uBoard0,1,v); +} +static void shader_water_uBoard1(v3f v){ + glUniform3fv(_uniform_water_uBoard1,1,v); +} static void shader_water_uShoreColour(v3f v){ glUniform3fv(_uniform_water_uShoreColour,1,v); } @@ -326,6 +366,8 @@ 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_uBoard0 = glGetUniformLocation( _shader_water.id, "uBoard0" ); + _uniform_water_uBoard1 = glGetUniformLocation( _shader_water.id, "uBoard1" ); _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" );