X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=ff5e6ced89ff24a97337487bcc5dd1cfee34e3b3;hb=23ef4d7f6bfe6a5a91c78822b081a9ea63cb74a6;hp=6c76dfe26b11d5df1cc7708230d4caad78dbeb07;hpb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 6c76dfe..ff5e6ce 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -16,9 +16,29 @@ static struct vg_shader _shader_water = { "layout (location=5) in ivec4 a_groups;\n" "\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" +"\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" @@ -28,20 +48,23 @@ 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 = { .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexMain;\n" "uniform sampler2D uTexDudv;\n" "uniform sampler2D uTexBack;\n" @@ -50,6 +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" @@ -61,6 +86,8 @@ 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" @@ -135,6 +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" @@ -155,6 +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" @@ -165,6 +209,26 @@ static struct vg_shader _shader_water = { "}\n" "\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" +"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" +"\n" +" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" +"}\n" +"\n" +"#line 23 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n" @@ -189,6 +253,8 @@ 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" @@ -220,13 +286,14 @@ 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; @@ -234,6 +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; @@ -243,6 +312,9 @@ static void shader_water_uMdl(m4x3f m){ static void shader_water_uPv(m4x4f 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); } @@ -264,6 +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); } @@ -280,6 +358,7 @@ 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" ); @@ -287,6 +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" );